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These feats concentrate on the use of hurled weapons, firearms, and many heavy weapons.

autoFIre basICs

You’ve got a light touch with automatic weapons.
Prerequisites: Base attack bonus +1 or higher.
Benefits: You may use a “Two-Shot Burst” trick when firing a weapon in Single-Shot or Burst modes. This trick is identical to the standard Burst trick, except that it increases the shots used by only 1, and you don’t hit a third time if your attack result exceeds your target’s Defense by 10 or more. Further, once per round, you may take the Cover Fire action as a half action.

autoFIre mastery

You lead by example during firefights.

Prerequisites: Base attack bonus +3 or higher, Autofire Basics.
Benefits: Once per round per opponent, when you hit an opponent with a ranged attack, each of your teammates gains a +2 bonus with ranged attack checks against the same opponent for 1 full round. Further, your error range does not increase when you use a Burst or Two-Shot Burst trick.

autoFIre supremaCy

Your automatic weapons are devastating at full tilt.
Prerequisites: Base attack bonus +9 or higher, Autofire Mastery.
Benefits: When taking an Autofire action, you score 1 additional hit per 3 points by which your attack result exceeds the target’s Defense. When taking a Strafe action, each target gains a cumulative +1 bonus to Defense rather than the standard cumulative +2 bonus to Defense.

bombard

You can plot indirect fire in your sleep.
Prerequisites: Weapon proficiency (Indirect).
Benefits: When you make an indirect attack, your range increment is doubled and your error range decreases by 1 (minimum 1). Further, the DC to reduce damage inflicted by your indirect attacks increases by 2. Finally, if you miss with an indirect attack, you may roll deviation twice, keeping the result you prefer.

bullseye

Your flamboyant shots are especially lethal.
Prerequisites: Dex 13+.
Benefits: Before making a ranged Standard Attack that uses only 1 shot, you may accept a penalty with your attack check of up to your Dexterity modifier + 2 to gain an equal bonus to damage. If the attack misses, you become flat-footed.

Cqb basICs

You’ve trained extensively with “up close and personal” weapons.
Prerequisites: Base attack bonus +1 or higher.
Benefits: You gain a +1 bonus with ranged attack checks and damage against targets within CQB Range. Further, when you hold a readied ranged weapon, you gain a +2 gear bonus with skill checks made as part of a Threaten action. Finally, you don’t suffer the standard –4 penalty and your error range does not increase when making a ranged attack out of melee.

Cqb mastery

You can seize control of any CQB situation.
Prerequisites: Base attack bonus +6 or higher, CQB Basics.
Benefits: Your threat range with ranged attack checks made against opponents within CQB Range increases by 1. Further, when you hold a readied ranged weapon, you may take a Threaten action against an uninjured target. Also, if your Intimidate (Wis) check fails, the target’s bonus when next attacking you is negated, and if it results in a critical failure, the target’s bonus when next attacking you decreases to +1. Finally, you don’t suffer the standard –4 penalty and your error range does not increase when making a ranged attack into melee.

Cqb supremaCy

Everyone wants you watching their back in a room-to-room fight.
Prerequisites: Base attack bonus +12 or higher, CQB Mastery.
Benefits: When you make a ranged attack against an opponent within CQB Range who benefits from up to 3/4 cover, his cover decreases by 1/4 against your attack. Further, you gain a +5 bonus with Initiative checks when holding a readied ranged weapon. Finally, if you hold a readied ranged weapon when you fail a skill check made as part of a Threaten action, you may immediately make 1 final attack with that weapon against the opponent targeted by the Threaten action.

FlamethroWer basICs

You do wonderful, horrible things with flamethrowers.
Prerequisites: Weapon proficiency (Tactical).
Benefits: Each of your attacks with a flamethrower consumes only 1/2 the standard number of shots (rounded up). Further, when you make a flamethrower attack against an opponent benefiting from up to 3/4 cover, his cover decreases by 1/4 against your attack. Finally, you may use the Bounce trick when attacking with a flamethrower.

FolloW-up shot

You fire guns with startling speed.
Prerequisites: Base attack bonus +3 or higher, at least 1 other Ranged Combat feat.
Benefits: At the start of your Initiative Count, you may choose to gain 1 final attack with a firearm or heavy weapon. If you do so, you suffer a –2 penalty with all attack and skill checks — including the final attack — for 1 full round.

grenade basICs

You’re quite handy with grenades.
Prerequisites: Weapon proficiency (Hurled).
Benefits: Your range increment with any thrown grenade increases by 5 ft., and your error range with a thrown grenade decreases by 2 (minimum 1). Further, when using the Bounce trick, your attack check penalty decreases by 2. Finally, you gain 1 additional grenade each time you request any number of grenades.

guIded Weapon basICs

You play video games pretty well, too.
Prerequisites: Weapon proficiency (Guided).
Benefits: When you make a guided attack, your range increment is doubled and your error range decreases by 1 (minimum 1). Further, each time you request a guided weapon or guided weapon ammo, the number of shots you gain is doubled. Finally, if you miss with a guided attack, you may roll deviation twice, keeping the result you prefer.

gunslInger’s eye

As a professional shooter, you can quickly evaluate opponents.
Prerequisites: At least 2 other Ranged Combat feats.
Benefits: You may “size up” any character as a free action, learning his ranged attack bonus, Initiative bonus, and the number of Ranged Combat feats he possesses (though the target may spend 1 Action Die per detail he wishes to conceal). You may use this ability a number of times per session equal to the number of Ranged Combat feats you possess, but you may not target the same character with it more than once per mission.

haIl oF FIre

You routinely fill the air with incredible amounts of lead.
Prerequisites: Base attack bonus +12 or higher, Follow-Up Shot, at least 2 other Ranged Combat feats.
Benefits: When you use your Follow-Up Shot feat ability to gain 1 final attack, you may increase your attack and skill check penalty to –4 in order to gain 1 additional final attack with a firearm or heavy weapon (for a total of 2 final attacks).

marksmanshIp basICs

You’re well versed with the fundamental use of firearms.
Prerequisites: Base attack bonus +1 or higher.
Benefits: Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to Brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard –4.

marksmanshIp mastery

Your ranged combat technique is carefully honed.
Prerequisites: Base attack bonus +3 or higher, Marksmanship Basics.
Benefits: Your attack check bonuses from the Aim action increases by +1. Further, your range increment with any firearm or heavy weapon increases by 50% (rounded up to the nearest 5 ft.). Finally, your range increment with any hurled weapon is doubled.

marksmanshIp supremaCy

Your ranged attacks break records.
Prerequisites: Base attack bonus +6 or higher, Marksmanship Mastery.
Benefits: Your CQB Range extends to 60 ft. Further, your range increment with any firearm or heavy weapon is doubled and your range increment with any hurled weapon is tripled (these benefits replace those of Marksmanship Mastery).

reVolVer basICs

People shudder every time you spin that cylinder.
Prerequisites: Weapon proficiency (Handgun).
Benefits: When you hold a readied revolver, it may be fired in Burst mode. Further, you gain a +4 gear bonus with all Intimidate checks when you hold a readied revolver containing only 1 shot. Finally, once per round, you may completely Reload a revolver as a free action.

roCk and roll!

Your control over Full Auto weapons is extraordinary.
Prerequisites: Weapon proficiency (Rifle or Tactical).
Benefits: When taking an Autofire or Strafe action, each of your volleys uses only 2 shots, and the maximum number of volleys you may fire is equal to 1/2 the ammunition remaining in your weapon (rounded down). Further, you may use a rifle or machine gun with 1 hand, but suffer a –2 penalty with all attack checks when doing so. Finally, each time you request a weapon that may be used in Autofire mode, or ammunition for such a weapon, the number of shots you gain is doubled.

sharpshooter basICs

Your shots are precise and accurate.
Prerequisites: Base attack bonus +3 or higher.
Benefits: When you make a ranged attack against an opponent benefiting from up to 3/4 cover, his cover decreases by 1/4 against your attack. Further, when you make a ranged attack against an opponent whose Size grants a bonus to Defense, that bonus decreases to 1/2 standard (rounded down).

sharpshooter mastery

All of your shots count.
Prerequisites: Base attack bonus +9 or higher, Sharpshooter Basics.
Benefits: When you make a braced ranged attack, your threat range increases by 1. Further, when you use the Called Shot trick, your attack check penalty decreases by 3 (minimum 0).

sharpshooter supremaCy

Right between the eyes…
Prerequisites: Base attack bonus +15 or higher, Sharpshooter Mastery.
Benefits: When you make an aimed ranged attack, your threat range increases by 2. Further, your Action Die cost to activate a critical hit with a ranged attack decreases by 1 (minimum 0).

snap shot

Shoot first, ask questions later. Maybe.
Prerequisites: Base attack bonus +3 or higher.
Benefits: Once per round, if one of your ranged attacks renders an opponent unconscious or dead, you may immediately make 1 “snap shot” ranged attack with the same weapon against another opponent.

steel raIn

You tend to put a lot of blades in the air.
Prerequisites: Weapon proficiency (Hurled).
Benefits: You may draw a hurled weapon as a free action, and any hurled weapon on your person is always considered readied. Further, you may use the Burst trick and take Cover Fire and Suppressive Fire actions with hurled weapons. Finally, you gain a +4 gear bonus with Stash Item checks targeting hurled weapons. This feat’s effects may not be applied to any weapon possessing a blast increment or any weapon containing ammunition that possesses a blast increment.

style oVer CalIber

People tend to underestimate your punch with small firearms.
Prerequisites: Weapon proficiency (Handgun).
Benefits: When attacking with any pistol, you may choose to inflict 1d10+2 damage instead of the weapon’s standard damage. This effect replaces only the weapon’s standard damage; all other damage, qualities, and special effects, such as Sneak attack damage and the takedown quality, are retained. Further, when you use a Cheap Shot trick with a pistol, you suffer only a –2 penalty with your attack check as opposed to the standard –4, and if you miss, you do not become flat-footed. Finally, each time you request a pistol or pistol ammunition, the number of shots you gain is doubled.

“thIs… Is my boom stICk!”

You cut your teeth on a shotgun barrelthis-is-my-boom-stick
Prerequisites: Weapon proficiency (Shotgun).
Benefits: When holding a readied shotgun, you may make a melee attack with it using the heavy club statistics. Further, you may use a shotgun with 1 hand, but suffer a –2 penalty with all attack checks when doing so. Also, the DCs of any Damage or Fortitude saves prompted by your shotgun attacks increase by 4. Finally, each time you hit with a shotgun, your opponent is pushed 5 ft. away from you (unless the square is occupied or blocked, in which case he suffers 1d4 subdual damage).

trICk shot

You pull off amazing stunts with thrown weapons.
Prerequisites: Weapon proficiency (Hurled).
Benefits: With a successful attack using a non-grenade hurled weapon that inflicts lethal damage, you may cause an opponent to become held instead of inflicting damage. The target may only escape with a half-action Athletics (Str) check (DC equal to your attack’s damage). If a character suffers this feat effect multiple times during the same round, he must make only 1 Athletics (Str) check to resist all of these feat effects. This check’s base DC is determined by the total damage inflicted by all successful attacks made using this feat ability during the same round. Further, you may take Strafe actions with any non-grenade hurled weapon, but the damage with each hit decreases to 1/2 standard (rounded up). Further, the attack uses only 1 shot regardless of the number of targets.