Feats

Characters gain feats every odd level, including 1st level during character creation.

Accelerated Recovery
Your body knits back together especially quickly while you are resting.
 * Prerequisites: Con 13.
 * Benefit: You regain twice as many Hit Points when taking an 8-hour rest. In addition, for each uninterrupted 8 hours of rest you receive, you recover from afflictions as though you had rested for a full day. This effect does not stack with other effects that increase these rates of healing and recovery; if more than one would apply, you choose which one takes effect.

Adaptive Fighting (Combat)
You can adjust your fighting style to match specific conditions during combat.
 * Prerequisites: Three or more combat feats.
 * Benefit: Select three combat feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don't have but meet the prerequisites for.

Adaptive Upgrade
You have adjusted one of your armor upgrades to give yourself a few more options.
 * Prerequisites: Int 19, Engineering 10 ranks.
 * Benefit: Select three armor upgrades, each with an item level no greater than half your ranks in Engineering. If these upgrades require any choices to be made (such as what kind of energy damage they protect against), you must make those choices when you select this feat. With 8 hours of work, you can adapt any armor upgrade of an item level equal to at least half your ranks of Engineering, allowing it to function as one of your three selected upgrades. This upgrade functions only when the upgrade is installed in armor you are wearing. Activating this upgrade requires a move action, after which the upgrade functions as both its normal upgrade and your selected upgrade for 1 minute. If a selected upgrade requires charges, ammunition, or other resources, you must provide them normally; you can add batteries and ammunition to the upgrade as part of the process of adapting it to work with your selected upgrade choices. You can have only one upgrade adapted to be usable with this feat at a time—if you adapt a new upgrade, the adaptations to any previous upgrade are lost.

Once you’ve used your adapted upgrade, you can’t use it again until you’ve regained Stamina Points after a 10-minute rest.

Each time you gain another rank in Engineering, you can change the three upgrades you have selected with this feat.

Add Leverage (Combat)
You hold your weapon using an extra hand (or more) to better push your enemies around.
 * Prerequisites: Str 15.
 * Benefit: For each hand you use to wield your weapon beyond the minimum required to wield that weapon, you increase the distance you can move your opponent with a successful bull rush or reposition combat maneuver by 5 feet. If you use a trip combat maneuver against a flying opponent, you can increase the distance that creature descends by 5 feet for each additional hand used to wield your weapon. Changing your grip to alter the number of hands you are wielding a weapon with is a swift action. You can’t hold items in hands used to add leverage, or use them for any other purpose.

Advanced Melee Weapon Proficiency (Combat)
You know how to use advanced melee weapons.
 * Prerequisites: Proficiency in basic melee weapons.
 * Benefit: You gain proficiency in advanced melee weapons (see Weapon Proficiency on page 243).

Advance Warning (Combat)
You shout a warning to your allies, focusing their attention on the threats around them.
 * Prerequisites: Cha 15.
 * Benefit: As a move action, you can shout a warning to your allies, ending the flat-footed condition for any ally within 60 feet. You cannot use this feat when you’re flat-footed. Once you’ve used this ability, you cannot do so again until you’ve regained Stamina Points after a 10-minute rest. This is a sense-dependent ability.

All Hands on Deck
Many hands make light work.
 * Prerequisites: Four arms.
 * Benefit: When performing labor, perhaps requiring a Strength check or an Athletics check, such as digging a hole, moving cargo, or hauling in a rope, you can complete the task in half the usual time. Tasks requiring other checks aren’t included.

Ambuscade (Combat)
You are particularly skilled at attacking surprised targets.
 * Benefit: When you act in a surprise round and attack a target that has not yet acted in the same combat, you gain a +1 bonus to your attack roll and a bonus to damage equal to half your base attack bonus.

Ambush Awareness (Combat)
You are particularly skilled at avoiding attacks when surprised.
 * Benefit: If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round, but only to take the total defense action.

Arm Extensions
You have special devices installed into your arms that allow you to extend them great distances.
 * Prerequisites: Android
 * Benefit: As a move action, you can extend your natural reach by 10 feet, retaining this benefit until you retract your reach to normal as another move action. While your arms are extended, you take a −2 penalty to attack rolls with weapons wielded in your hands and to Dexterity- and Strength-based ability checks and skill checks. You can use this ability to grab an object or surface and pull yourself to that item or surface as a full action, or you can anchor yourself where you are to lower yourself to another surface. When doing so, you move 15 feet as if using a fly speed with perfect maneuverability, ending your movement in a square adjacent to the chosen object or surface. If your movement does not end on solid ground, you either fall or must begin climbing the surface you grabbed (your choice).

Amplified Glitch
You can create sudden distractions with technological devices.
 * Prerequisites: Computers 3 ranks, Intimidate 3 ranks.
 * Benefit: As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.


 * Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.

Antagonize
You know how to make foes extremely angry with you.
 * Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks.
 * Benefit: As a standard action, you can antagonize a foe that can see and hear you by attempting a Diplomacy or Intimidate check (DC = 10 + your opponent's total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent's CR, whichever is higher). If you succeed, the foe is off-target and takes a –2 penalty to all skill checks for 1 round plus 1 additional round for every 5 by which your result exceeds the DC, or until it makes an attack against you, forces you to attempt a saving throw, or damages you (whichever comes first). Once you have attempted to antagonize a foe, that foe is immune to this ability for 24 hours. This is a language-dependent ability.

Augmented Warrior (Combat)
You are skilled at using your cybernetics in combat.
 * Prerequisite: Base Attack Bonus +1.
 * Benefit: You gain a +1 bonus to melee attacks made using your cybernetic arms, legs or installed cyberweapon, or on ranged attacks made with an installed cyberweapon. If your base attack bonus is at least 3 lower than your character level, this bonus is instead +2.
 * Special: This counts as the Weapon Focus feat for the purpose of prerequisites.

Autofire Expert (Combat)
Your strength grants you greater control over the aim of autofiring weapons.
 * Prerequisites: Str 13, proficient with Small arms and Longarms.
 * Benefits: When using automatic fire, you may choose one ally who is in the cone per point of your strength modifier. The selected allies are not affected by the attack. You may only benefit from this ability with automatic weapons which you are proficient.

Autofire Mastery (Combat)
Your strength reduces the recoil of your autofire.
 * Prerequisites: Str 16, Autofire Expert.
 * Benefits: When using automatic fire, you may reduce the penalty to attacks made against targets within the cone by 1. You may only benefit from this ability with automatic weapons which you are proficient.

Barricade
You are adept at creating quick, temporary cover.
 * Prerequisites: Engineering 1 rank.
 * Benefit: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253.
 * The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn't normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).

Basic Melee Weapon Proficiency (Combat)
You know how to use basic melee weapons.
 * Benefit: You gain proficiency in basic melee weapons (see Weapon Proficiency on page 243).

Battle Built (Combat)
You and your bits (genetic and mechanical) have been in the hands of some of the best scientists, around and they have manipulated your body to be a lean, mean fighting machine.
 * Prerequisites: Cyborg, Hybrid or Soldier Shirren, Str 13, Con 13.
 * Benefits: Penalties from conditions do not apply to your attack rolls.

Bestial Traits
Not all hybrids have obviously animalistic features, or functional mutations, but you do.
 * Prerequisites: Hybrid.
 * Benefits: You take a −4 penalty to all Charisma based skill checks, but may select two of the following bestial traits.
 * Animal Nose: You have an obviously inhuman nose. You may use scent for Perception and gain a +5 to survival checks made to follow tracks.
 * Climbing Limbs: You have deformed feet and hands meant for climbing. You gain a 30-foot climb speed.
 * Elongated Legs: You have long legs meant for sprinting. You gain +10 foot movement speed.
 * Horns: You have Horns. This allows you to choose to deal 2d4 Piercing damage if you selected Headbutt as your natural weapon.
 * Large Ears: You have over-sized ears. This grants you +4 to sound-based Perception checks.
 * Prehensile Tail: You have a tail that allows you to have an additional hand worth of equipment.
 * Rending Razors: You have razor sharp talons or claws. This allows you to deal 2d4 Slashing damage if you chose claws as their natural weapons.
 * Thick Hide: You have more hair than usual, scales, or thick coarse skin. This grants you DR 1/- that stacks with other sources of damage reduction.

Blind-Fight (Combat)
You are skilled at attacking opponents you can't clearly see.
 * Benefit: In melee, every time you miss because of concealment (see page 253), you can reroll your miss chance percentile roll one time to see if you actually hit (see page 243). You aren't flat-footed against melee attacks from creatures you can't see, and you can withdraw from creatures you can't perceive. You don't need to attempt Acrobatics checks to move at full speed while blinded.

Blood in Their Eyes (Combat)
You can deliver carefully placed slashing attacks.
 * Benefit: When you score a critical hit with a weapon that deals slashing damage, in addition to any other critical hit effect you would normally apply, you also impose the dazzled condition on the target. The condition lasts until ended by any action or effect that would end the bleeding condition.

Blood-Thirsty Feral
When protesters talk about hybrids going feral and how humanity shouldn't play with genes, you're their poster child. You are not just part animal, but part predator, and are more beast than human.
 * Prerequisites: Hybrid, Feral Throwback.
 * Benefit: You can use Intimidate as a full-round action to demoralize all opponents within 30 feet who can see and hear you.

Bodyguard (Combat)
You can attempt to ward off attacks that target nearby allies.
 * Benefit: As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.

Boost TAP Signal
Using this enhancement boosts your signal range.
 * Prerequisites: Must have a TAP.
 * Benefit: Your TAP now has an additional 60 foot range.

Bullet Provocateur (Combat)
You are capable of pulling the trigger faster than most while retaining your accuracy.
 * Prerequisites: Small Arms Proficiency, Dex 13.
 * Benefit: The first shot you fire from a small arms weapon each round deals an additional point of damage per die.

Burst Fire Expert (Combat)
Your control over automatic weapons has improved, even when not using full autofire.
 * Prerequisites: Autofire Expert, Dex 13.
 * Benefit: When making a full attack with a weapon which is capable of automatic fire, you may fire in short controlled bursts. Reduce the penalty to attacks made as part of your full attack with this weapon by 1. You may only benefit from this ability with automatic weapons which you are proficient.

Burst Fire Mastery (Combat)
Your bursts are deadlier than most.
 * Prerequisites: Autofire Mastery, Dex 16.
 * Benefit: When making an attack with a weapon which is capable of automatic fire, you may fire in short and precise bursts. Your attacks made with an automatic weapon which is not firing automatically deal an additional point of damage per die.

Called Shot (Combat)
You can target specific parts of a target to gain added effect.
 * Prerequisite: Int 13.
 * Benefit: You may make a single attack as a full action at a −4 penalty, targeting a specific part of the target rather than the target itself. This attack deals no damage and is considered a combat maneuver which provokes an attack of opportunity.
 * Arms: Any grasping appendage is considered an arm. If the creature is hit, they are affected by the disarm combat maneuver, using your attack result as if it were the combat maneuver roll.
 * Head: Any sensory cluster is considered the head. If the creature is hit, they are affected by the dirty trick combat maneuver, using your attack result as if it were the combat maneuver roll.
 * Legs: Any appendage used to swim, walk, or climb is considered a leg. If the creature is hit, they are affected by the reposition or trip combat maneuver, using your attack result as if it were the combat maneuver roll.
 * Torso: The bulk of body mass is considered the torso. If the creature is hit, they are affected by the bull rush combat maneuver, using your attack result as if it were the combat maneuver roll.
 * Wings: Any appendage used to fly is considered a wing. If the creature is hit, they are affected by the trip combat maneuver, using your attack result as if it were the combat maneuver roll. In normal gravity, the creature must make a DC 20 acrobatics check or begin falling at a rate of 20 feet per round.

City Sprinter
You are skilled at moving quickly through forbidding parts of cities.
 * Prerequisite: Street Smarts.
 * Benefit: You do not treat crowds as difficult terrain. You also gain an additional +2 bonus on Acrobatics checks to move along rooftops and on slippery sections of city streets and sewers.

Chromed
You gain cybernetic augmentations.
 * Prerequisites: Must not have the Chromed class feature, have a friendly contact with a chromer.
 * Benefits: You gain two cybernetic augmentations which are at least two item levels lower than your character level. These augmentations are free.

Cleave (Combat)
You can strike two adjacent foes with a single swing.
 * Prerequisites: Str 13, base attack bonus +1.
 * Benefit: As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Close Combat (Combat)
When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you.
 * Prerequisites: Base attack bonus +1
 * Benefit: When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn.

Constant Alert (Combat)
You’re always on the lookout for danger, making it hard to get the drop on you.
 * Prerequisites: Wis 11, character level 5th.
 * Benefit: Once per day, you can reroll an initiative check. You also win tied initiative checks as though you had the higher initiative bonus. If multiple characters have this feat, ties are resolved normally.

Cook Grenade (Combat)
You can pull the pin on a grenade and hold onto it until the last second before its detonation, making it harder to avoid.
 * Prerequisites: Dex 11, proficiency with grenades.
 * Benefit: As a full action, you can draw a grenade and make a ranged attack with it. If you do so, the grenade’s Reflex save DC is increased by 2. If your attack roll is a natural 1 (the d20 comes up 1), the grenade instead detonates at a randomly determined grid intersection of your space.

Coordinated Shot (Combat)
You can maneuver a foe to be in the direct line of an ally's fire.
 * Prerequisites: Base attack bonus +1.
 * Benefit: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.

Craft Cybertech
You can design, create, and repair cybernetic augmentations.
 * Prerequisite: 5th level, Medicine 5 ranks, Engineering 5 ranks.
 * Benefit: You can create, modify, and repair cybernetic augmentations using the Engineering skill, following the normal rules for crafting by item level.

Criminal Reputation
Your acts of audacious larceny have endeared you to the criminal underworld.
 * Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks.
 * Benefit: You gain a +2 circumstance bonus on Diplomacy and Intimidate checks when interacting with criminals, whether they're individual thieves and cutpurses or criminal organizations. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Cutter
You are proficient at bypassing firewalls.
 * Prerequisite: Trained in the Computers skill.
 * Benefit: You gain a +2 bonus on Computers checks made to hack through firewalls.

Deadly Aim (Combat)
Your can strike your enemies' weak points and deal more damage.
 * Prerequisites: Base attack bonus +1.
 * Benefit: When you take the attack or full attack action with weapons, you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

Deadly Boast
You can make an upcoming attack or effect sound so terrifying and dangerous that its targets are actually more likely to be affected by it.
 * Prerequisites: Cha 19, Deception 10 ranks.
 * Benefit: As a full action, you can describe in great detail how powerful and effective a specific action taken by you or an ally is going to be. You must select a specific character to boast about, and a specific weapon, item, spell, or ability to be used. Attempt a Deception check against all foes within 60 feet of you, using the same DC you would use if attempting to demoralize them with Intimidate—roll a single check and compare the result to the DC for each target. Each target your check succeeds against takes a –1 penalty to AC and a –2 penalty to saving throws against the action you boasted about until the end of your next turn. Once you have attempted to use this ability against a creature, it is immune to your use of this feat for 24 hours. This is a sense-dependent, language-dependent ability.

Defensive Roll (Combat)
You can dive out of the way of an incoming attack.
 * Prerequisites: Dex 19, Acrobatics 10 ranks.
 * Benefit: As a reaction when you are attacked or when you must attempt a Reflex saving throw, you can attempt an Acrobatics check. If you use this ability as a reaction to an attack and your Acrobatics check result exceeds your opponent’s attack roll result, the attack misses you. If you use this ability as a reaction when you must attempt a Reflex saving throw, you can use your Acrobatics check result as your Reflex save result. Once you use this ability, you cannot do so again until you regain Stamina Points after a 10-minute rest. After you use this ability, you are staggered on your next turn.

Deflect Projectiles (Combat)
You can use your melee weapon to deflect attacks.
 * Prerequisites: Base attack bonus +8.
 * Benefit: When you would be hit by a ranged attack from a weapon that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn't work against area attacks, even against area attacks that have attack rolls like blast weapons, and you can't use this reaction if you aren't capable of making an attack with an appropriate weapon.

Demolitionist
You have been taught, either by the military or on your own, how to handle explosive materials without needing too many cybernetic replacements afterwards.
 * Prerequisite: Engineering 6 ranks.
 * Benefit: You gain a +2 bonus to Engineering checks made in regard to explosive devices. Additionally, explosives you create ignore 1 point of hardness per 3 ranks in Engineering.

Diehard
You are especially hard to kill. Your wounds quickly stabilize when you're grievously wounded.
 * Benefit: When you are dying, you can spend the required Resolve Points to stabilize and 1 Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round.
 * Normal: You must use Resolve Points to stabilize and to stay in the fight in separate rounds.

Dire Straits (Combat)
You manage to pull through one last time, even when you have nothing left to give.
 * Prerequisites: Con 15.
 * Benefit: Once per day, when you are reduced to 0 Hit Points and have no Resolve Points remaining, you immediately stabilize.

Disease Adaptation
Ailments find it hard to take hold in your system.
 * Prerequisites: Con 11.
 * Benefit: You gain a +2 enhancement bonus to saving throws against disease.

Disease Rejection
You shake off ailments swiftly.
 * Prerequisites: Con 17, Disease Adaptation.
 * Benefit: When you fulfill a disease’s cure condition, you move two steps toward healthy instead of one.

Dive for Cover (Combat)
You know how to dive out of the area of an effect.
 * Prerequisites: Base Reflex save bonus +2.
 * Benefit: When you attempt a Reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally.

Diversion
You can draw attention to yourself, allowing your allies to slip away.
 * Benefit: When you successfully use Deception to create a distraction, you can allow an ally to attempt a Stealth check to hide (instead of attempting to hide yourself). You can attempt to allow multiple allies to use Stealth to hide, but you take a –5 penalty to your Deception check for every ally after the first, and on a failed check no ally can attempt to hide.
 * Normal: Using Deception to create a distraction allows only you to attempt a Stealth check to hide.

Double Draw (Combat)
Your limbs allow you to manipulate multiple weapons.
 * Prerequisites: Four arms.
 * Benefit: You can draw, reload, or sheathe two weapons with the same action normally required to do so with one weapon.

Double Tap (Combat)
You can make rapid small arm attacks to increase the effectiveness of your attacks.
 * Prerequisites: Weapon Focus (small arms), proficiency with small arms.
 * Benefit: As a standard action, you can take a single attack action to make a double-tap attack with a small arm. This attack gains a +1 bonus to the attack roll, and your bonus to damage from Weapon Specialization is equal to your character level (rather than half your character level). The small arm used cannot have the blast, explode, flexible line AR, line, unwieldy, or wide line AR weapon special properties, or any other property that allows it to attack multiple targets or an area in a single attack. This attack cannot benefit from the boost, guided AR, or variant boost AR weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage. This expends ammunition equal to two attack rolls, and if you cannot expend that ammunition, you cannot use this ability.

Drag Down (Combat)
You are skilled at bringing your opponent down with you when you are knocked prone.
 * Benefit: Whenever an opponent successfully uses the trip combat maneuver against you, you can attempt to trip an adjacent opponent as a reaction.

Drive-By (Combat)
You're especially adept at firing personal weapons from a vehicle.
 * Prerequisite: Pilot 1 rank, Base Attack Bonus +1.
 * Benefit: The penalty you take while using small arms to fire from a vehicle is reduced by −2.

Echolocation Attack
You have learned to use the echo of sonic attacks to locate unseen assailants.
 * Prerequisites: Perception as a class skill.
 * Benefit: When you take an action that deals sonic damage, as a move action you can grant yourself blindsense (sound) with a range of 30 feet until the end of your next turn. If you have blindsense (sound or vibration), you can instead grant yourself blindsight (sound or vibration, to match your blindsense) with a range of 30 feet or a range equal to your blindsense (whichever is shorter) until the end of your next turn.

Educated
You spent countless hours gaining a formal education in a specific field of study. You still retain a lot of that information.
 * Prerequisite: Trained in the selected skill, must be taken at 1st level.
 * Benefit: Choose one skill which can be used to recall knowledge, and you may take 10 on the chosen check when attempting to recall knowledge, even when distracted or threatened.

Enhanced Communalism
You’re able to benefit from your allies’ presence more often.
 * Prerequisites: Character level 5th, Shirren.
 * Benefit: You can use the communalism racial trait multiple times per day. Each time you use it after the first, you must spend 1 Resolve Point to do so. Additionally, you can use communalism as a reaction when an ally within 10 feet of you attempts an attack roll or a skill check, allowing the ally to roll the triggering attack roll or skill check twice and use the higher result.

Enhanced Resistance
You have trained your body to resist a particular type of damage.
 * Prerequisites: Base attack bonus +4.
 * Benefit: Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to your base attack bonus. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to your base attack bonus.

Environmental Adaptation
You are acclimated to a broad range of environments.
 * Prerequisites: Con 13.
 * Benefit: Select a number of the following environmental conditions and weather conditions (Core Rulebook 395) equal to your Constitution modifier: thick atmosphere (includes severely thick atmosphere), thin atmosphere (includes severely thin atmosphere), toxic atmosphere (includes low-level and heavily toxic atmospheres), rain and snow (includes rain, snow, heavy snow, and dust storms), winds (includes light, moderate, strong, and severe winds and windstorms), cold dangers (includes cold, severe cold, and extreme cold), extreme gravity, heat dangers (includes heat, severe heat, and extreme heat), and smoke effects (including smoke grenades). You do not take any of the selected conditions’ penalties to skill checks or attack rolls, do not take nonlethal damage from them, and do not need to attempt saving throws to resist their effects. Once these condition choices are made, they cannot be changed. If your Constitution bonus increases from an effect that does not have a limited duration, you can add additional conditions to your list.

Expanded Psychic Reservoir
You have unlocked hidden psychic power.
 * Prerequisites: Must know four psychic powers.
 * Benefit: Your psychic points reservoir increases its capacity by 3.

Extended Telepathy
You have expanded your latent telepathic powers.
 * Prerequisites: Limited Telepathy ability
 * Benefit: Increase the range of your limited telepathy by 30 feet. You can try to communicate telepathically with creatures you don't share a common language with, as long as the creature understands one or more languages. This requires a full action to initiate and a successful Sense Motive check (DC = 15 + 1-1/2 × the creature's CR). On a failed check, you can't try to communicate telepathically with that creature again for 24 hours.

Extra Celebrity
You have more Influence Points than the average idol.
 * Prerequisite: Media Idol ability, 5th level.
 * Benefit: You gain two additional Resolve Points which are designated as celebrity resolve points. You begin each day with these points.
 * Special: You may take this feat in addition to the Extra Resolve feat. This also counts as that feat for prerequisites.

Extra Nanites
You can use your healing nanite injections more often.
 * Prerequisite: Healing Nanites class ability.
 * Benefit: You gain two more uses of your healing nanites per day.

Extra Psychic Power
You have unlocked additional powers within your mind.
 * Prerequisites: Must know two psychic powers.
 * Benefit: You gain an additional psychic power. To learn the power, your character level must be 2 higher than the minimum level at which a you could learn the power.
 * Special: Zeeks must learn powers from their chosen discipline while phreaks can learn powers from any discipline.

Extra Resolve
Your resolve is stronger than most.
 * Prerequisites: Character level 5th.
 * Benefit: You have 2 additional Resolve Points in your pool.

Far Shot (Combat)
You remain accurate at longer ranges.
 * Prerequisites: Base attack bonus +1.
 * Benefit: You take only a –1 penalty per full range increment between you and your target when using a ranged weapon.
 * Normal: You take a –2 penalty per full range increment between you and your target.

Fast Talk
You can baffle a foe with chatter to disguise the start of battle.
 * Prerequisites: Deception 5 ranks.
 * Benefit: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can't use this ability if you are the one to instigate combat or if you are unaware at the start of combat.
 * When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Deception check against a single creature that this ability can affect. The DC is equal to 15 + the target's total Perception skill bonus, or 20 + 1-1/2 × the target's CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

Feral Throwback
The animalistic instincts from your genes manifest more strongly than those of other hybrids.
 * Prerequisite: Hybrid.
 * Benefit: You gain a +2 insight bonus on all Intimidate and Perception checks. Additionally, you gain a +2 insight bonus to Survival when tracking.

Fixer
You are fantastic at making fast friends.
 * Prerequisite: Charisma 14, Deception 3 ranks, Diplomacy 3 ranks.
 * Benefit: Choose an NPC whose attitude toward you is friendly, and an ally. You may act as a go-between for the ally and the NPC, putting them in touch and allowing the NPC's starting attitude to be friendly toward the ally.

Fleet (Combat)
You are faster than most.
 * Benefit: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.

Focused Sense
You can sharpen an imprecise sense to detect things with precision at closer range.
 * Prerequisites: Blindsense.
 * Benefit: As a move action, you can gain blindsight (using the same sense as your blindsense) with a range equal to half that of your blindsense until the beginning of your next turn. You can use this ability with only one type of blindsense (such as sound or vibration) at a time.

Fouling Reposition (Combat)
When you reposition a foe, you can use the movement to disrupt both the target and a second creature.
 * Prerequisites: Improved Combat Maneuver (reposition).
 * Benefit: When you succeed at a reposition combat maneuver against a creature and move your target so it ends its movement adjacent to a second creature, both creatures become off-target until the beginning of your next turn.

Four-Handed Hacker
When you hack a computer, it’s a two-front war.
 * Prerequisites: Computers 1 rank, four hands.
 * Benefit: When you use the hack system task of Computers, if you have two hacking kits, your hacking attempt takes half the time (minimum 1 full action). You can also add, destroy, disable, remove, or repair a system or module in half the usual time.

Fusillade (Combat)
You use your numerous limbs to lay down a hail of fire.
 * Prerequisites: Base attack bonus +1, four arms.
 * Benefit: As a full attack when you are wielding four or more identical small arms, you can fire them all simultaneously to duplicate the effects of an automatic weapon (see page 180). You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode. Add all the ammunition expended from all of your small arms when determining the maximum number of creatures you can hit.

Frightening Injection
You accompany your injections with a promise of terrible effects that shakes your target’s resolve.
 * Prerequisites: Intimidate 3 ranks.
 * Benefit: When you successfully inject a creature with a substance (including a biohacker’s biohack) using a weapon that has the injection special property, you can attempt an Intimidate check to demoralize that creature as a move action before the end of your turn. A creature can be affected by this ability only once per day.

Frightful Display
You unnerve your spell’s victim with odd gestures, cackling laughter, or other effects.
 * Prerequisites: Cha 15, Intimidate 5 ranks, ability to use psychic powers.
 * Benefit: As a reaction when a creature fails a saving throw against a power you activate this round, you can attempt an Intimidate check to demoralize that creature. You can target only one creature regardless of how many creatures your spell affected, and a given creature can’t be targeted by this ability more than once per day.

Grab Attention (Combat)
Your melee attack can grab your opponent’s attention, discouraging them from attacking anyone else.
 * Prerequisites: Intimidate 5 ranks.
 * Benefit: When you hit a target with a melee attack, you can attempt an Intimidate check, using the same DC as you would to demoralize that foe. If you succeed, the creature is off-target while attacking anyone other than you until the beginning of your next turn. A creature can be affected by this ability only once per day.

Grappler Pull (Combat)
You can use a grappler to draw your foes closer.
 * Prerequisites: Str 11.
 * Benefit: When you grapple a creature with a grappler (Core Rulebook 219), you can attempt a reposition combat maneuver against that creature on your next turn as though it were within your reach. If you succeed, you can move the target only directly toward you.

Great Cleave (Combat)
You can strike many adjacent foes with a single blow.
 * Prerequisites: Str 13, Cleave, base attack bonus +4.
 * Benefit: If you strike a second target with the Cleave feat, you can spend 1 Resolve Point to make a melee attack against each subsequent foe that is both adjacent to the last target and within your reach, as long as you hit the previous foe. You can't attack an individual foe more than once during this attack action.

Great Fortitude
You are resistant to diseases, poisons, and other maladies.
 * Benefit: You gain a +2 bonus to Fortitude saving throws.

Greater Called Shot (Combat)
You are especially adept at precision targeting.
 * Prerequisite: Improved Called Shot, Int 16, level 10.
 * Benefit: You may make a called shot as a standard action, and the penalty for called shots decreases to −2.
 * Special: Members of the Razor class who take this feat do not gain the listed benefits. Instead, you gain the ability to spend 2 Resolve Points to roll the attack roll twice and take the better roll.

Greater Feint (Combat)
You are skilled at fooling your opponents in combat.
 * Prerequisites: Improved Feint, base attack bonus +6.
 * Benefit: Whenever you successfully feint in combat, the foe gains the flat-footed condition until the end of your next turn.

Grenade Proficiency (Combat)
You know how to use grenades.
 * Benefit: You gain proficiency in grenades (see Weapon Proficiency on page 243).

Grenade Mastery (Combat)
You know how to get the most out of your grenades.
 * Prerequisites: Proficiency with grenades.
 * Benefit: The save DC of any grenade you use is increased by 1. If the grenade has an item level 5 or more lower than your base attack bonus, you instead increase the DC by 2.

Ground Fighting (Combat)
You maintain your combat prowess even when at a disadvantage.
 * Prerequisites: Str 11.
 * Benefit: The normal penalties to attack rolls from being grappled, pinned, and prone don’t apply to your unarmed attacks. The penalties from the pinned condition don’t apply to your attempts to grapple your opponent or free yourself.

Gun Fu Initiate (Combat)
You have dabbled in the way of the gun and know its most basic secrets.
 * Prerequisites: Acrobatics 1 rank, Small Arms Proficiency, Wis 13.
 * Benefits: You may spend a Resolve Point to enter a heightened state of awareness. While in this state, you treat your level as your base attack bonus when making attacks with small arms until the end of your turn, or you may instead choose to gain your Wisdom modifier as an Insight bonus to armor class.

Hauler
Through a combination of sheer power, practiced posture, and conscientious load balancing, you can carry more than most.
 * Prerequisites: Str 13.
 * Benefit: You treat your Strength score as 3 higher for the purpose of determining your carrying capacity. In addition, when you are encumbered or overburdened, you take only a –4 penalty to Strength- and Dexterity-based checks.

Heavy Armor Proficiency (Combat)
You know how to use heavy armor.
 * Prerequisites: Str 13, proficiency in light armor.
 * Benefit: You gain proficiency in heavy armor (see page 242).

Heavy Weapon Proficiency (Combat)
You know how to use heavy weapons.
 * Prerequisites: Str 13, proficiency in small arms and longarms.
 * Benefit: You gain proficiency in heavy weapons (see page 243).

Helpful Telepath
You’re able to provide uncanny support to your allies.
 * Prerequisites: Shirren.
 * Benefit: When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined by the action you used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this feat. You can use this feat in conjunction with the Suppressive Fire feat, but you must apply the same effect (a circumstance bonus or the benefit described below) to all allies within the chosen area. You can provide these benefits only to allies with whom you can communicate using telepathy or limited telepathy. Once you’ve used this feat, you can’t do so again until you’ve taken a 10-minute rest to regain Stamina.
 * Aid Another: Instead of gaining a bonus to a skill check, your ally can roll the check twice and use the higher result.
 * Covering Fire: Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack roll twice and use the lower result.
 * Harrying Fire: Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack roll twice and use the higher result.

Improved Called Shot (Combat)
You are especially adept at precision targeting.
 * Prerequisite: Called Shot, Int 14, level 6.
 * Benefit: You no longer provoke attacks of opportunity for attempting a called shot in melee. Additionally, the penalty decreases to −3.
 * Special: Members of the razor class who take this feat do not gain the listed benefits. Instead, if they hit their target with a precision strike, the attack result is treated as an additional +2 higher for the combat maneuver.

Improved Combat Maneuver (Combat)
You are particularly skilled with a specific combat maneuver.
 * Prerequisites: Base attack bonus +1.
 * Benefit: Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You gain a +4 bonus to your attack roll to resolve that combat maneuver.
 * Special: You can take Improved Combat Maneuver multiple times. The effects don't stack. Each time you take the feat, it applies to a new combat maneuver.

Improved Critical (Combat)
Attacks with your chosen weapon are harder to shake off.
 * Prerequisites: Base attack bonus +8.
 * Benefit: When you score a critical hit with a weapon, increase the DC to resist that weapon's critical effect by 2.

Improved Great Fortitude
You are more resistant to diseases, poisons, and dangers.
 * Prerequisites: Great Fortitude, character level 5th.
 * Benefit: You can spend 1 RP to reroll a failed Fortitude save (see page 243).

Improved Feint (Combat)
You are skilled at fooling your opponents in combat.
 * Benefit: You can use Deception to feint in combat as a move action.

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
 * Benefit: You gain a +4 bonus to initiative checks.

Improved Interference
Your TAP is even harder to crack.
 * Prerequisite: Interference.
 * Benefits: Your TAP's Hack DC increases by 2. This stacks with the bonus from the Interference feat.

Improved Iron Will
Your clarity of thought allows you to resist mental attacks.
 * Prerequisites: Iron Will, character level 5th.
 * Benefit: You can spend 1 RP to reroll a failed Will save (see page 243).

Improved Kip-Up (Combat)
You can stand from prone in a blink of an eye.
 * Prerequisites: Acrobatics 1 rank, Kip-Up feat.
 * Benefit: You can stand from prone as a reaction. If you have 5 or more ranks in Acrobatics, you can expend 1 Resolve Point to stand from prone during your turn as part of another full, move, or standard action you take.

Improved Lightning Reflexes
You have a knack for avoiding the dangers all around you.
 * Prerequisites: Lightning Reflexes, character level 5th.
 * Benefit: You can spend 1 RP to reroll a failed Reflex save (see page 243).

Improved Sidestep (Combat)
You keep your mobility when sidestepping foes' melee attacks.
 * Prerequisites: Dex 17, Mobility or trick attack class feature, Sidestep.
 * Benefit: After sidestepping an opponent's missed attack using the Sidestep feat, you can still take a guarded step during your next turn, or you can move up to your full speed if you take an action to move during your next turn.
 * Normal: If you use the Sidestep feat, you can't take a guarded step during your next turn and your movement is reduced by 5 feet during your next turn.

Improved Stand Still (Combat)
You are particularly skilled at stopping foes in their tracks.
 * Prerequisites: Stand Still.
 * Benefit: You gain a +4 bonus to your melee attack roll for Stand Still.

Improved Unarmed Strike (Combat)
You have trained to make your unarmed attacks lethal and strike with kicks, head-butts, and similar attacks.
 * Benefit: Your unarmed attack damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can't use such attacks for combat maneuvers or similar abilities—only to deal damage.
 * Normal: You don't threaten any squares with unarmed attacks, and you must have a hand free to make an unarmed attack.

In Harm's Way (Combat)
You put yourself in danger's path to save your allies.
 * Prerequisites: Bodyguard.
 * Benefit: When an attack hits an ally whose Armor Class you have increased with the Bodyguard feat, you can intercept the attack. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it. This ability takes no action, but you can intercept only one attack in this way each round.

Instant Crater (Combat)
You can calculate the angle and timing of your explosive weapons to damage the ground, making the terrain treacherous.
 * Prerequisites: Base attack bonus +5.
 * Benefit: As a standard action, you can make a ranged attack using a weapon that has the explode weapon special property, targeting an intersection as normal and choosing one square adjacent to that intersection. If you hit the targeted intersection and your damage roll exceeds the hardness of the material of the chosen square, that square becomes difficult terrain. This is in addition to the normal effects of the weapon.

Interference
Something about your electromagnetic signature makes your TAP harder to crack.
 * Benefits: You gain a +2 bonus to the DC required to hack your TAP.

Iron Will
You are more resistant to mental effects.
 * Benefit: You gain a +2 bonus to Will saving throws.

Jet Charge (Combat)
You can boost your charge attacks with jets to move farther.
 * Prerequisites: Piloting 3 ranks.
 * Benefit: You can activate a jetpack or jump jets armor upgrade (or similar equipment) as part of a charge action. If you do, you can move up to three times the fly speed normally granted by that equipment.

Jet Dash
You are swift of foot and can make enormous leaps.
 * Benefit: When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don't gain the flat-footed condition.
 * Normal: You move four times your land speed and gain the flat-footed condition while running.

Laugh at Danger (Combat)
You laugh in the face of peril, inspiring your allies to keep fighting.
 * Prerequisites: Con 13.
 * Benefit: As a reaction when you take Hit Point damage from a significant enemy (Core Rulebook 242) that doesn’t reduce you to 0 Hit Points, you can grant allies within 30 feet a +2 morale bonus to AC until the end of your next turn. This is a sense-dependent effect. Once you’ve used this ability, you can’t use it again until you take a 10-minute rest to regain Stamina.

Kill-Box Commando
You have a nose for ambushes, with a knack for both spotting them and planning them. Some folks would rightly call you a steaming, honorless pile of toxic roach feces, but honor does you no good if you're dead.
 * Prerequisites: Perception 3 ranks, Stealth 3 ranks.
 * Benefit: You gain a +2 insight bonus on initiative, Perception, and Stealth. If you have 10 or more ranks in both Perception and Stealth, this bonus increases to +4 insight.

Kip-Up (Combat)
You can stand up from prone in a hurry.
 * Prerequisites: Acrobatics 1 rank.
 * Benefit: You can stand from prone as a swift action, rather than a move action.

Light Armor Proficiency (Combat)
You know how to use light armor.
 * Benefit: You gain proficiency in light armor (see Armor Proficiency on page 242).

Lightning Reflexes
You have faster reflexes than normal.
 * Benefit: You gain a +2 bonus to Reflex saving throws.

Living Ladder (Combat)
When you’re down, you can leverage an upright foe to clamber back up, possibly dragging them down in the process.
 * Prerequisites: Str 17.
 * Benefit: When you’re prone and hit a target with an unarmed attack, you can stand without using an action. If the target of your unarmed attack is your size or smaller and your attack roll result exceeds their AC by 5 or more, that target falls prone.

Logical Thinking
While purely biological creatures can be swayed by something so simple as a curvy body features or other things called “pretty,” you are a being of pure logical thinking, a gift of your programming.
 * Prerequisite: Android or Bioroid.
 * Benefit: Characters making Charisma-based skill checks against you do not benefit from their Charisma modifiers.

Longarm Proficiency (Combat)
You know how to use longarms.
 * Prerequisites: Proficiency in small arms.
 * Benefit: You gain proficiency in longarms (see Weapon Proficiency on page 243).

Lunge (Combat)
You can strike foes that would normally be out of reach.
 * Prerequisites: Base attack bonus +6.
 * Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your Armor Class until the beginning of your next turn. You must decide to use this ability before making any attacks in the round.

Lung Puncture (Combat)
You can deliver particularly debilitating piercing attacks.
 * Benefit: When you score a critical hit with a weapon that deals piercing damage, in addition to any other critical hit effect you would apply, you also impose the fatigued condition on the target for 1d4 rounds.

Many-Handed Master (Combat)
You use your many limbs to counter combat maneuvers.
 * Prerequisites: Four arms.
 * Benefit: As long as you are not flat-footed, paralyzed, staggered, stunned, or unconscious, you gain a +2 bonus to your KAC against combat maneuvers.

Masked Visage
With your face concealed, you can be inscrutable.
 * Benefit: While a mask obscures your face, you gain a +2 circumstance bonus to Deception checks to lie. DCs of Sense Motive attempts against you increase by 2, as does the DC of Intimidate attempts to bully you.

Master Crafter
You can construct things more quickly than most.
 * Prerequisites: Computers, Engineering, Life Science, Physical Science, or appropriate Profession 5 ranks.
 * Benefit: Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time.
 * Special: You can take Master Crafter multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.

Medical Expert
You are an expert at medical science and caring for the ill.
 * Prerequisites: Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank.
 * Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy's surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide longterm care with just a medkit.
 * Normal: It takes 1 minute to treat deadly wounds, and longterm care requires a medical bay or medical lab.

Melt Defenses (Combat)
You can dissolve key portions of your target’s defenses, making them easier to hit.
 * Prerequisites: Base attack bonus +11.
 * Benefit: When you score a critical hit with an attack that deals acid damage, instead of applying the normal critical hit effect, you can disrupt the target’s defenses for 1d4 rounds. Attacks against a creature whose defenses have been disrupted in this manner target EAC, regardless of the attacks’ damage type.

Memory Access
You can access the physical pathways of even the dimmest memories, whether from previous inhabitants of your body or from your own experiences.
 * Prerequisites: Android, bioroid, or head slot augmentation.
 * Benefit: You gain a +2 insight bonus to skill checks to identify creatures and recall knowledge.

Military Training
You've served in a regimented military unit. Whether that unit was part of a private corporate force, army, or freelance mercenary unit, it's hardened your edge, and taught you some hard lessons about loyalty and teamwork.
 * Prerequisite: Proficiency with Longarms, must be taken at 1st level.
 * Benefit: You gain a +1 bonus to all saves made while within 30 ft of an ally.

Mobility (Combat)
You can easily move past dangerous foes.
 * Prerequisites: Dex 13.
 * Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Momentous Attack (Combat)
You can use the momentum of a mighty blow to reposition yourself.
 * Prerequisites: Str 11, Athletics 5 ranks.
 * Benefit: When you score a critical hit with a melee weapon against an adjacent enemy, you can immediately move 5 feet to any square adjacent to both you and your target. This movement does not provoke attacks of opportunity. This effect is in addition to any other critical hit effects.

Multi-Weapon Fighting (Combat)
You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks.
 * Benefit: When you make a full attack with two or more small arms or with two or more operative melee weapons (see page 184), reduce the penalty for making a full attack by 1.

Nanite Integration
Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats.
 * Prerequisites: Character level 3rd, android or bioroid
 * Benefit: Your body has integrated technology that provides you with one of the following benefits, chosen when you gain the feat. Once chosen, the benefit cannot be changed.
 * Rebooting Nanites: Whenever you fail a saving throw against an effect that causes you to gain the asleep, blinded, confused, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, stunned, or unconscious condition, you can spend 1 Resolve Point as a reaction to attempt a new saving throw against the effect at the same DC. If you succeed, the condition ends, though you still suffer any other effects of the original failed saving throw.
 * Repairing Nanites: Whenever you take Hit Point damage, you can spend 1 Resolve Point as a reaction to gain fast healing equal to one-quarter your character level (minimum fast healing 1) for 1 minute.
 * Surging Nanites: Before you attempt a skill or ability check, you can spend 1 Resolve Point as a reaction to gain a +2 racial bonus to that check.
 * Special: You can select this feat up to three times. Each time, you must select a different benefit.

Nimble Moves (Combat)
You can move across a single obstacle with ease.
 * Prerequisites: Dex 15.
 * Benefit: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.

Offensive Driver (Combat)
Your knack for vehicular combat is a sight to behold.
 * Prerequisite: Vehicular Combat.
 * Benefit: Treat all ramming damage done by a vehicle you are driving as if it were two levels higher.

One with the Street
Bum, loafer, street rat, the people of the street are called many demeaning names from those on top, but if they ever venture down into the dirtier side of the concrete jungle, you soon teach them that the rats are kings and queens of that world, knowing where to find anything, who to talk to, and who to avoid.
 * Prerequisites: Sprawler, or Stealth 2 ranks, Survival 2 ranks.
 * Benefit: You gain a +2 insight bonus on Stealth and Survival checks when you are in an urban area. The bonus improves to +4 insight bonus when you have 10 or more ranks in either Stealth or Survival.

Opening Volley (Combat)
Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack.
 * Benefit: Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.

Overclock Cyberware
You have modified some of your cyberware to operate in a highly optimized mode.
 * Prerequisites: Extra Resolve, Cyberware in the relevant slot, Con 16.
 * Benefit: Choose a system in which you have a cybernetic augmentation installed. You gain the overclocked cyberware ability of the Overborg archetype for that slot and reduce your Resolve Point Pool by one.
 * Special: You may select this feat multiple times, each time choosing a different cybernetic augment.

Parting Shot (Combat)
You are an expert skirmisher and are able to take a final shot as you retreat.
 * Prerequisites: Dex 15, Mobility, Shot on the Run, base attack bonus +6.
 * Benefit: When using the withdraw action, you can make a single ranged attack at any point during your movement. If you have the trick attack class feature and are using an appropriate weapon, you can add your trick attack damage to the attack you make while withdrawing. Once you use this ability, you can't use it again until the next time you regain Stamina Points with a 10-minute rest.
 * Normal: You can't attack when using the withdraw action.

Penetrating Attack (Combat)
You know how to angle your attacks so that you penetrate your opponent's defenses.
 * Prerequisites: Base attack bonus +12.
 * Benefit: Reduce your target's energy resistances and damage reduction by 5 against your weapon attacks.

Percussive Maintenance
You excel at the tried-and-true repair technique of delivering a solid whack at just the right spot to get malfunctioning technology to work.
 * Prerequisites: Str 11.
 * Benefit: Once per day, you can reroll an Engineering check to repair an item. In addition, you can reroll one engineer crew action per starship combat.

Physical Marvel
You possess inherent physical prowess
 * Prerequisites: Hybrid, or Acrobatics 2 ranks, Athletics 2 ranks.
 * Benefit: You get a +2 insight bonus on Acrobatics and Athletics skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 insight for that skill.

Pinpoint Hurler (Combat)
You can hurl weapons with greater accuracy.
 * Prerequisites: Str 15.
 * Benefit: If you miss on a ranged attack with a thrown weapon (Core Rulebook 245), you can reduce the result of the d4 roll to determine how many squares away the weapon lands by 1.

Poison Adaptation
Your body is especially resistant to toxins.
 * Prerequisites: Con 11.
 * Benefit: You gain a +2 enhancement bonus to saving throws against poison, and you take half damage from initial exposure to poisons.

Poison Rejection
Your body purges toxins quickly.
 * Prerequisites: Con 17, Poison Adaptation.
 * Benefit: When you fulfill a poison’s cure condition (or reach the end of its duration), you move one step toward healthy. You also move one step toward healthy for each night of normal rest; this can be increased as normal using the long-term care task of Medicine.

Powered Armor Proficiency (Combat)
You know how to use powered armor.
 * Prerequisites: Str 13, base attack bonus +5, proficiency in light and heavy armor.
 * Benefit: You gain proficiency in powered armor (see Armor Proficiency on page 242).

Profession Mastery
Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect.
 * Prerequisites: Cha 13, Int 13, or Wis 13 (see text); Profession (any) 1 rank, Shirren.
 * Benefit: Choose one Profession skill that you have at least 1 rank in. You must also have a minimum ability score of 13 in the ability score associated with the chosen Profession skill. You can use the chosen Profession skill to attempt skill tasks associated with one of the two skills associated with your chosen Profession. Each common profession skill appears below after its associated ability score, and each skill lists two skills you can select between when you take this feat. Once made, this decision cannot be changed.
 * Charisma-Based Profession Skills: Artist (Culture, Deception), comedian (Deception, Intimidate), courtesan (Acrobatics, Deception), dancer (Acrobatics, Athletics), musician (Deception, Sense Motive), orator (Diplomacy, Sense Motive), poet (Deception, Culture), politician (Diplomacy, Intimidate), video personality (Computers, Diplomacy), writer (Culture, Diplomacy).
 * Intelligence-Based Profession Skills: Accountant (Computers, Perception), archaeologist (Culture, Life Science), architect (Engineering, Physical Science), corporate professional (Diplomacy, Intimidate), electrician (Disable Device, Engineering), lab technician (Life Science, Physical Science), lawyer (Culture, Intimidate), mathematician (Computers, Physical Science), philosopher (Culture, Deception), professor (Intimidate, Sense Motive), psychologist (Diplomacy, Sense Motive), vidgamer (Computers, Culture).
 * Wisdom-Based Profession Skills: Bounty hunter (Intimidate, Survival), cook (Life Science, Physical Science), counselor (Diplomacy, Sense Motive), dockworker (Athletics, Engineering), farmer (Life Science, Survival), gambler (Deception, Sense Motive), general contractor (Diplomacy, Engineering), herbalist (Life Science, Medicine), maintenance worker (Athletics, Engineering), manager (Diplomacy, Intimidate), mercenary (Culture, Survival), merchant (Culture, Diplomacy), miner (Athletics, Physical Science), smuggler (Sleight of Hand, Stealth).
 * Special: You can take this feat twice. The second time, you can use the chosen Profession skill to attempt tasks associated with both skills associated with that Profession skill.

Psi Hunter
Once content to hunt up any bounty that came your way, you now specialize in tracking down zeeks.
 * Prerequisites: Sense Motive 3 ranks.
 * Benefit: You are resistant to psychic effects, even beneficial ones. You must make a save against all psychic effects at a +2. Additionally, you can use the sense motive skill to determine if a target has psychic powers. Make a sense motive against a DC of 13 plus the target's CR. If you succeed, you determine if the target has psychic powers or not, and if you beat the DC by 5 or more, you know the name of two of them.
 * Special: If you have the psychic resistance racial trait, this ability stacks with that one.

Psychovisual Display
Your psychic powers have a visual and auditory component most powers don't have.
 * Prerequisite: Must be selected at 1st level.
 * Benefit: Your powers have a visual component that makes it easy to know where the effects originate from, and make them hard to ignore. Select a general theme and look for the effects of your powers, and all powers adhere to this theme. For example, you might say all your telekinesis powers are accomplished by manipulating a billowing cloud of smoke. This theme is purely visual and auditory and has no mechanical effects other than those listed in this feat. You cannot conceal the use of any power. Creatures who can see and hear you take a −2 to their AC while they can see and hear you because the visual display is very distracting. Because they are aware of the nature of your powers, and the source of the effects, they gain a +2 to saves against your powers.
 * Normal: Most powers are very subtle and not easily noticed.

Pull the Pin (Combat)
You can activate a foe's grenade.
 * Prerequisites: Improved Combat Maneuver (disarm).
 * Benefit: When you make a successful disarm combat maneuver against a foe that you know has grenades, rather than disarming the foe of a weapon, you can activate one grenade in the foe's possession. You can activate only a grenade that is ready to be drawn and thrown (not, for example, a grenade stowed away within an equipment pack). The grenade explodes at the end of your current turn, unless it has a delayed fuse that causes it to go off 1 round or more after it is activated. The foe takes a –2 penalty to the saving throw against this grenade, and the grenade's explosion has half its normal area.

Push Cyberware
You have learned to get more out of your implants.
 * Prerequisites: Wisdom 14, cybernetic implant, level 4.
 * Benefit: You may select a cybermonk technique that is a push technique and learn it with this feat so long as your level is at least 2 levels higher than the minimum level at which a cybermonk could learn that ability, and you have a cybernetic implant in the Associated system. You follow the same rules for costs and duration that are found in the cybermonk techniques description of push abilities.
 * Special: You may take this feat multiple times, each time selecting a different push technique.

Quick Draw (Combat)
You can draw weapons faster than most.
 * Prerequisites: Base attack bonus +1.
 * Benefit: You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see Sleight of Hand on page 146) as a move action.
 * Normal: You can draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as part of a move action, and you can draw a hidden weapon as a standard action.

Quicker Trickler
You are skilled at administering serums.
 * Prerequisites: Medicine 3 ranks.
 * Benefit: You can trickle serums down the throats of other creatures as a standard action instead of as a full action.

Reflect Projectiles (Combat)
You can use your melee weapon to redirect attacks.
 * Prerequisites: Deflect Projectiles, base attack bonus +16.
 * Benefit: When you successfully deflect an attack with the Deflect Projectiles feat, you can spend 1 additional Resolve Point to redirect the attack at a target within 60 feet to which you have line of effect. Make a ranged attack at a –4 penalty against the appropriate Armor Class of the new target. If your attack succeeds, the target is damaged as if it had been the target of the original attack.

Ricochet Grenade (Combat)
You can use your environment to place a grenade in just the right spot.
 * Prerequisites: Proficiency with grenades, base attack bonus +7.
 * Benefit: As a standard action, you can make a ranged attack with a grenade, targeting an intersection that’s adjacent to a wall or large object. If you hit, you can pick a direction for the grenade to travel and then roll 1d4 to determine how far from the targeted intersection the grenade lands. The direction must be away from the wall or object, and not parallel to or through it. If you miss, use the normal rules for missing with a thrown weapon (Core Rulebook 245).

Shield Block (Combat)
You can position your shield to protect against area effects.
 * Prerequisites: Proficiency with shields.
 * Benefit: As a reaction when you would take damage from an effect that allows a Reflex save, you can spend a Resolve Point to reduce the damage you take from that effect by an amount equal to your shield’s item level.

Shield Proficiency (Combat)
You are trained in the use of shields.
 * Benefit: You gain proficiency with shields. See page 124 for more on shields.

Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react.
 * Prerequisites: Dex 15, Mobility, base attack bonus +4.
 * Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack (see page 93) with a ranged weapon (instead of only before).
 * Normal: You can move only before or after an attack with a ranged weapon, not both.

Sidestep (Combat)
You can reposition yourself after a foe's missed swing.
 * Prerequisites: Dex 15, Mobility or trick attack class feature.
 * Benefit: Whenever an opponent misses you with a melee attack, you can take a guarded step as a reaction, as long as you remain within that opponent's threatened area. If you take this step, you can't take a guarded step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Skill Focus
You are particularly adept at a certain skill.
 * Benefit: Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill.
 * Special: You can take this feat multiple times. Its effects don't stack. Each time you take this feat, it applies to a new skill.

Sky Jockey
You can get the most out of flying technology.D	Prerequisites''': Piloting 5 ranks.
 * Benefit: When you're using a device to fly (but not psychic powers or natural flight), your fly speed increases by 10 feet. If you are operating a flying vehicle, its fly speed increases by 10 (though this has no impact on its full speed or overland movement speed). When you are in the pilot role of starship combat, your starship's speed increases by 1.

Slam Down (Combat)
You can deliver particularly potent bludgeoning attacks.
 * Benefit: When you score a critical hit with a weapon that deals bludgeoning damage, in addition to any other critical hit effect you would apply, you also apply the knockdown critical hit effect. If the attack would already apply a knockdown critical hit effect, you can choose to also move the target 1d4×5 feet directly away from you.

Slippery Shooter (Combat)
You leave fewer openings when making a ranged attack.
 * Prerequisites: Dex 15, base attack bonus +6.
 * Benefit: You gain a +3 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack.

Small Arm Proficiency (Combat)
You know how to use small arms.
 * Benefit: You gain proficiency in small arms (see Weapon Proficiency on page 243).

Sniper Weapon Proficiency (Combat)
You know how to use sniper weapons.
 * Benefit: You gain proficiency in sniper weapons (see Weapon Proficiency on page 243).

Solid Stance (Combat)
You are difficult to move or knock down.
 * Prerequisites: Con 15.
 * Benefit: Once per combat when an attack or effect would knock you prone, you can ignore that effect as a reaction. In addition, the distance that any nonmagical effect that would move you against your will is reduced by 5 feet.

Soothing Telepathy
Your psychic abilities bolster your mental defenses, and you can extend that strength to nearby allies.
 * Prerequisites: Limited telepathy or telepathy.
 * Benefit: You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn.

Special Weapon Proficiency (Combat)
You know how to use a special weapon.
 * Prerequisites: Proficiency in basic melee weapons or small arms (see below).
 * Benefit: You gain proficiency in a single special weapon of your choice (see Weapon Proficiency on page 243). If the special weapon you choose is a melee special weapon, you must have proficiency in basic melee weapons. If the special weapon you choose is a ranged weapon, you must have proficiency in small arms. If a set of special weapons are all different models of the same weapon, proficiency in one such weapon grants proficiency with all weapons in the set.
 * Special: You can take this feat multiple times. Each time you do, select a different special weapon.

Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before it can react.
 * Prerequisites: Dex 15, Mobility, base attack bonus +4.
 * Benefit: As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a melee weapon (instead of only before), without provoking any attacks of opportunity from the target of your attack.
 * Normal: You can move only before or after an attack, not both.

Spry Cover (Combat)
You can use covering fire to make it easier for your ally to move.
 * Prerequisites: Base attack bonus +1.
 * Benefit: Instead of the usual benefits of covering fire, you can use covering fire to grant an ally a +4 bonus to her next Acrobatics check to tumble before the end of your next turn.

Stand Still (Combat)
You can stop foes that try to move past you.
 * Benefit: When a foe provokes an attack of opportunity by leaving a square you threaten, you can attempt a melee attack as a reaction against that foe's Kinetic Armor Class + 8. If you're successful, the enemy cannot take any further movement for the rest of its turn. The enemy can still take the rest of its actions, but cannot leave that square.

Stellar Datanet Crawler
The Stellar DataNet is a deep and dangerous place, with hackers, roaming AIs and who knows what else lurking about. Only the persistent and the patient find the info that they want, and you have those qualities in spades.
 * Prerequisite: Computers 3 ranks, Diplomacy 3 ranks.
 * Benefit: Whenever you need to obtain information which another skill could be used to recall, you may spend 1d10 minutes making a Computers check at a −2 penalty. Treat the result as if it were the relevant skill check to recall information about the topic. You may retry this check, but each subsequent check on the same topic is made at a cumulative −2.

Step Up (Combat)
You can close the distance when a foe tries to move away.
 * Prerequisites: Base attack bonus +1.
 * Benefit: Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability.

Step Up and Strike (Combat)
Step Up and Strike (Combat) When a foe tries to move away, you can follow and make an attack of opportunity.
 * Prerequisites: Dex 13, Step Up, base attack bonus +6.
 * Benefit: When using the Step Up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction.

Suppressive Fire (Combat)
You can use automatic weapons to create a cone of covering fire or harrying fire.
 * Prerequisites: Base attack bonus +1, proficiency with heavy weapons.
 * Benefit: As a full action, you can use a ranged weapon with the automatic weapon property to provide covering fire or harrying fire in a cone with a range equal to half the weapon's range increment. You must expend 10 charges or rounds of ammunition to use this ability. Decide if you are providing covering fire or harrying fire. Make a single ranged attack roll with a +4 bonus, and compare it to the AC of all creatures in the area. Any creature with an AC equal to or less than your attack roll is affected by the selected effect. If you select covering fire, choose a single ally that gains the benefit of the covering fire bonus to its AC.

Strike Back (Combat)
You can strike at foes that attack you using their superior reach by targeting their limbs or weapons as they come at you.
 * Prerequisites: Base attack bonus +1.
 * Benefit: You can ready an action to make a melee attack against a foe that attacks you with a melee weapon, even if that foe isn't within your reach.

Tactful Advisor
You provide succinct but effective advice when aiding allies.
 * Prerequisites: Cha 11.
 * Benefit: When you aid another, if the result of your check is 20 or higher, you provide an additional +1 enhancement bonus to your ally’s skill check.

Tailored Serum
You can modify a serum of healing to synergize with your target’s genetic code.
 * Prerequisites: Life Science 5 ranks.
 * Benefit: With 1 minute of work, you can modify a serum of healing so that when it’s consumed by or administered to a specific creature, it restores a number of additional Hit Points equal to the serum’s item level. You can modify a number of serums this way each day equal to your Intelligence modifier. These modifications expire after 24 hours, returning the serum to its normal function.

Telepathic Scream
You can create a distressing telepathic scream to unnerve nearby creatures.
 * Prerequisites: Intimidate 3 ranks; limited telepathy or telepathy.
 * Benefit: As a standard action, you can broadcast a jarring telepathic screech into the minds of nearby enemies. You can use this ability on one target creature per character level, all of which must be within range of your telepathy. If you succeed at an Intimidate check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. This is a mind-affecting effect. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.

Three-Point Stance
You have learned the value of using an extra limb to help stabilize yourself in combat.
 * Benefit: As long as you have one free hand (not being used to wield a weapon or hold anything), you take 1d6 less damage from falls and do not fall prone when you take damage from a fall unless you are unconscious. You also gain a +2 bonus to your KAC against grapple and trip attempts when you have a free hand, as well as to Acrobatics and Athletics checks to move in zero-g.

Through the Lines (Combat)
You charge through your allies to reach your foes.
 * Prerequisites: Dex 13.
 * Benefit: When taking the charge action, you can move through one ally’s space. All other restrictions on movement during a charge still apply, and you can’t end your charge in a space occupied by an ally.

Toughness
You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you.
 * Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Traceur
Parkour is a useful skill to have, be it to roll, vault or bounce through a building or a sea of people, and you are surely going to get from point A to point B faster than any other.
 * Prerequisite: Dex 13, Athletics 1 rank.
 * Benefit: You ignore difficult terrain and obstacles up to half your height while running or charging. You must carry a light load and wear light or no armor to benefit from this feat.

Traceur Master
Your ability to traverse varied terrain is inhuman.
 * Prerequisites: Dex 15, Athletics 3 ranks, Traceur.
 * Benefit: You are always treated as having a running start when making an Athletics check to jump. Additionally, you can move across vertical surfaces so long as you start and finish your move on a horizontal surface. You must carry a light load and wear light or no armor to benefit from this feat.

Tripping Rush (Combat)
You bull rush opponents into obstacles that knock them down.
 * Prerequisites: Improved Combat Maneuver (trip), base attack bonus +5.
 * Benefit: When you succeed at a bull rush combat maneuver and the target’s movement is stopped by an obstacle, the target falls prone (or becomes off-kilter in zero gravity).

Unfriendly Fire (Combat)
You can trick foes into firing at an unintended target.
 * Prerequisites: Deception 5 ranks.
 * Benefit: As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a Deception check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC for this check is equal to either 10 + the attacker's total Sense Motive skill bonus, or 15 + 1-1/2 × the attacker's CR, whichever is greater. You can't take 10 on this check. If you succeed, the original attacker rerolls the attack roll (see page 243) with the same bonuses against the appropriate Armor Class of the new target.
 * Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you can't use this feat to attempt to redirect attacks from that creature for 24 hours.

Vehicular Combat (Combat)
You are skilled at handling vehicles in combat.
 * Prerequisite: Skill Focus''': Pilot.
 * Benefit: Once per round when your vehicle is dealt collision damage, you may spend a Resolve Point as a reaction and make a Pilot check. If your Pilot check result is greater than the opponent's Pilot check, then the collision damage from the attack is reduced to half.

Veiled Threat
You can be so subtle not even the people you threaten are entirely sure you threatened them.
 * Prerequisites: Cha 15, Intimidate 1 rank.
 * Benefit: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.

Versatile Fighting (Combat)
You draw upon your resolve to quickly change tactics in the heat of battle.
 * Prerequisites: Adaptive Fighting, character level 5th.
 * Benefit: You can spend 1 Resolve Point to use the Adaptive Fighting feat after you have already used it in the same day. If you use Adaptive Fighting again before the duration of a previous use expires, you replace the previous combat feat gained with another choice from Adaptive Fighting. If a combat feat you chose with Adaptive Fighting has a daily use limitation, you cannot use Versatile Fighting to use that feat more often than its daily limit.

Versatile Focus (Combat)
Your accuracy applies to all weapons with which you are proficient.
 * Prerequisites: Weapon Focus (any).
 * Benefit: The benefits of Weapon Focus extend to all weapons with which you are proficient.

Versatile Specialization (Combat)
You know how to get full value out of weapon types your class doesn't normally use.
 * Prerequisites: Weapon Specialization, character level 3rd.
 * Benefit: You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with Weapon Specialization.

Weapon Focus (Combat)
You have increased training in a particular weapon type, making it easier to hit your target.
 * Prerequisites: Proficiency with selected weapon type.
 * Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level, you gain a +2 bonus instead.

Weapon Specialization (Combat)
You know how to get the full damage out of a weapon type your class doesn't normally use.
 * Prerequisites: Character level 3rd, proficiency with selected weapon type.
 * Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.