| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Combat Feats | General Feats | ||||||||||||||||||||||||
2 | ||||||||||||||||||||||||||
3 | Combat Centric | Non-Spell Caster Specific* | Combat Manuever Affecting* (Includes Feint) | Skill Check Affecting | Instructions: Make copy of this sheet to use in your own Google Drive, see screenshot below. - Check a box and Feats that fit that description will appear. - Check multiple boxes for a more refined search. - Click link (feat name) to read more about the feat. - Combat Feats vs General Feats will be most useful if you need to choose specifically a Combat Feat (Soldiers). - Combat Centric means feats that are centered around combat (some general feats are focused around combat). - A " * " next to a selection means I reccomend checking these boxes by themselves as there are very few feats in those categories. -Check Misc if you can't find what you are looking for. Favorite Selections: - General Feats + Combat Centric - Resolve Point Usage - Enemy Debuff + Save Affecting (for helping out spell casters) | |||||||||||||||||||||
4 | Defense | HP Healing* | Ally Buff | Action Economy Affecting* | ||||||||||||||||||||||
5 | Movement Affecting | SP Affecting* | Enemy Debuff | Solarian Specific* | ||||||||||||||||||||||
6 | Initiative Affecting* | Disease + Poison Affecting* | Crit Affecting* | Sight/Sense Affecting* | ||||||||||||||||||||||
7 | Surprise Round Affecting* | Save Affecting | Companion* | Water Related* | ||||||||||||||||||||||
8 | Spell Affecting | Resolve Point Usage | Race Specific* | Teamwork Feat* | ||||||||||||||||||||||
9 | Spell Casters | Equiptment Affecting | 4+ Arms* | Misc* | ||||||||||||||||||||||
10 | ||||||||||||||||||||||||||
11 | Feat Name + Link | Prerequisites | Brief Description. See Link for more! | Feats Found: | 270 | |||||||||||||||||||||
12 | Above and Below | Base attack bonus +6 | When you pair up with a differently sized ally, your foes have little chance to dodge your attacks. | |||||||||||||||||||||||
13 | Accelerated Recovery | Con 13 | Recover more quickly during an 8-hour rest | |||||||||||||||||||||||
14 | Adaptive Casting | Key ability score 19, caster level 7 | Select three additional spells known; cast one of them once a day | |||||||||||||||||||||||
15 | Adaptive Fighting* | Three or more combat feats | Once per day as a move action, gain the benefit of a combat feat you don't have | |||||||||||||||||||||||
16 | Adaptive Resistance | Enhanced Resistance, base attack bonus +4, early stage adaptation racial trait | Your training enables you to adapt and evolve formidable temporary defenses. | |||||||||||||||||||||||
17 | Adaptive Upgrade | Int 19, Engineering 10 ranks | Temporarily create low-level armor upgrades | |||||||||||||||||||||||
18 | Add Leverage* | Str 15 | Grip your weapon with more hands to move foes farther with combat maneuvers | |||||||||||||||||||||||
19 | Advance Warning* | Cha 15 | Shout a warning to your allies, causing them to stop being flat-footed | |||||||||||||||||||||||
20 | Advanced Melee Weapon Proficiency* | Proficiency in basic melee weapons | No penalty to attacks with advanced melee weapons | |||||||||||||||||||||||
21 | Agile Casting | Key ability score 15, Dex 15, Mobility, caster level 4th | Cast a spell at any point during movement | |||||||||||||||||||||||
22 | Agile Swimmer | Racial swim speed | You can dart around underwater like a fish. | |||||||||||||||||||||||
23 | All Hands on Deck | Four or more arms | Many hands make light work. | |||||||||||||||||||||||
24 | Ambuscade* | When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage | ||||||||||||||||||||||||
25 | Ambush Awareness* | If you fail the Perception check to act in the surprise round, you can still take a full defense action | ||||||||||||||||||||||||
26 | Amplified Glitch* | Computers 3 ranks, Intimidate 3 ranks | Disrupt devices, causing targets to become shaken for 1 round or more | |||||||||||||||||||||||
27 | Antagonize | Diplomacy 5 ranks, Intimidate 5 ranks | Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more | |||||||||||||||||||||||
28 | Apt Mentor | Life Science or Physical Science 5 ranks | Can automatically succeed at certain aids 3 times a day. | |||||||||||||||||||||||
29 | Arm Extensions | Constructed racial trait or construct type | You have special devices installed into your arms that allow you to extend them great distances. | |||||||||||||||||||||||
30 | Back to Back | Perception 3 ranks | You aren’t as easy to hit when surrounded. | |||||||||||||||||||||||
31 | Barricade* | Engineering 1 rank | Create your own fragile cover | |||||||||||||||||||||||
32 | Basic Melee Weapon Proficiency* | No penalty to attacks with basic melee weapons | ||||||||||||||||||||||||
33 | Blind-Fight* | Reroll miss chances from concealment | ||||||||||||||||||||||||
34 | Blood in Their Eyes* | Your critical hits with slashing attacks make foes dazzled | ||||||||||||||||||||||||
35 | Blood of the Spider | Racial trait that grants a spell-like ability | Something in your ancestry has strengthened your innate magic and given it an arachnid twist. | |||||||||||||||||||||||
36 | Bodyguard* | Add a +2 bonus to an adjacent ally’s AC as a reaction | ||||||||||||||||||||||||
37 | Bolstering Bravado (Intimidate Focus) | You project unflappable confidence and know just how to motivate people. | ||||||||||||||||||||||||
38 | Bud Drone | Drone class feature, adaptation or early stage adaptation racial trait | You have used your unique biology to bud off a biological drone you can more easily integrate with. | |||||||||||||||||||||||
39 | Cleave* | Str 13, base attack bonus +1 | Make an additional melee attack if the first one hits | |||||||||||||||||||||||
40 | Climbing Master | Athletics 5 ranks | Gain a climb speed equal to your base speed | |||||||||||||||||||||||
41 | Close Combat* | Base attack bonus +1 | +2 bonus to AC against attacks from far away after melee attack | |||||||||||||||||||||||
42 | Combat Casting* | Ability to cast 2nd-level spells | +2 bonus to AC and saves against attacks of opportunity when casting spells | |||||||||||||||||||||||
43 | Combat-Trained Mount | Survival 1 rank | You work fluidly with your creature companion mount. | |||||||||||||||||||||||
44 | Complex Adaptation | Life Science 5 ranks, early stage adaptation racial trait | With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects. | |||||||||||||||||||||||
45 | Connection Inkling | Wis 15, character level 5th, no levels in mystic. | Gain the ability to cast minor mystic spells | |||||||||||||||||||||||
46 | Constant Alert* | Wis 11, character level 5th | Reroll your initiative check and automatically win ties | |||||||||||||||||||||||
47 | Cook Grenade* | Dex 11, proficiency with grenades | Time your release of a grenade to increase its effectiveness | |||||||||||||||||||||||
48 | Coordinated Shot* | Base attack bonus +1 | Allies gain a +1 bonus to ranged attacks against foes you threaten | |||||||||||||||||||||||
49 | Corruption's Gift | One or more corruption manifestations (see pages 40-45 of Starfinder Adventure Path #10: The Diaspora Strain) | Gain permanent manifestation gift | |||||||||||||||||||||||
50 | Cosmic Truth | Wis 15, Bluff 5 ranks, Mysticism 5 ranks | Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds | |||||||||||||||||||||||
51 | Craven Ploy* | Cha 13 | Willing ally takes -2 to AC to increase your AC by 2 | |||||||||||||||||||||||
52 | Creature Companion Adept | Survival 1 rank | You can grant your creature companion simple actions. | |||||||||||||||||||||||
53 | Creature Companion Expert | Creature Companion Adept, Survival 4 ranks | Your control of your creature companion improves. | |||||||||||||||||||||||
54 | Creature Companion Master | Creature Companion Expert, Survival 10 ranks | Your bond with your companion deepens, allowing it to anticipate your commands. | |||||||||||||||||||||||
55 | Creature Companion Virtuoso | Creature Companion Master, Survival 13 ranks | Your creature companion can unleash its fury unbidden. | |||||||||||||||||||||||
56 | Deadly Aim* | Base attack bonus +1 | Take a −2 penalty to weapon attacks to deal extra damage | |||||||||||||||||||||||
57 | Deadly Boast | Cha 19, Bluff 10 ranks | Make an attack or effect sound so impressive that foes have a harder time defending against it | |||||||||||||||||||||||
58 | Defensive Roll* | Dex 19, Acrobatics 10 ranks | Attempt an Acrobatics check in place of a Reflex save or to dodge an attack | |||||||||||||||||||||||
59 | Defensive Striker* | Dex 13, base attack bonus +1, armor training trait | You were born to fight your enemies, and nobody does it better. | |||||||||||||||||||||||
60 | Deflect Projectiles* | Base attack bonus +8 | Spend 1 Resolve Point to attempt to avoid a ranged attack | |||||||||||||||||||||||
61 | Diehard | You can spend Resolve Points to stabilize and to stay in the fight in the same round | ||||||||||||||||||||||||
62 | Diligent Searcher | Perception 1 rank | +1 bonus to perception. Can take 20 on perception in only 5 times the time. | |||||||||||||||||||||||
63 | Dire Straits* | Con 15 | Stabilize when you have no Hit Points or Resolve Points left | |||||||||||||||||||||||
64 | Disease Adaptation | Con 11 | +2 enhancement bonus to saves against disease | |||||||||||||||||||||||
65 | Disease Rejection | Con 17, Disease Adaptation | Recover from diseases much more swiftly | |||||||||||||||||||||||
66 | Dispelling Strike | Base attack bonus +10, Mysticism 10 ranks | Spend 1 Resolve Point to make a melee attack act as dispel magic | |||||||||||||||||||||||
67 | Dive for Cover* | Base Reflex save bonus +2 | Fall prone in an adjacent square to roll a Reflex save twice | |||||||||||||||||||||||
68 | Diverse Conditioning | Eternal hope or ecstatic joy racial trait, character level 5th | Your broad experience has made you better at avoiding danger. | |||||||||||||||||||||||
69 | Diversion | Use Bluff to create a distraction so that your allies can hide | ||||||||||||||||||||||||
70 | Divine Blessing | Worship a deity of an alignment within one step of your own alignment (Starfinder Core Rulebook 25). | Gain a deity unique power based on who you worship | |||||||||||||||||||||||
71 | Double Draw* | Four or more arms | Your limbs allow you to manipulate multiple weapons. | |||||||||||||||||||||||
72 | Double Tap* | Weapon Focus (small arms), proficiency with small arms | Expend double the normal ammunition to gain bonuses to attack and damage with a small arm | |||||||||||||||||||||||
73 | Drag Down* | When you are tripped, you can attempt to trip an adjacent foe | ||||||||||||||||||||||||
74 | Echolocation Attack | Perception as a class skill | Use the echo of sonic attacks to better sense your surroundings | |||||||||||||||||||||||
75 | Efficient Administrator | You complete your administrative tasks efficiently enough to find time for other projects | ||||||||||||||||||||||||
76 | Eldritch Lore | Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 10th, 10 levels in a class with a class spell list | Gain an additional 2nd-level spell known | |||||||||||||||||||||||
77 | Enclose Serums | Adaptation or early stage adaptation racial trait, or ooze type | Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency. | |||||||||||||||||||||||
78 | Enhanced Communalism | Character level 5th, communalism racial trait | You’re able to benefit from your allies’ presence more often. | |||||||||||||||||||||||
79 | Enhanced Resistance | Base attack bonus +4 | Gain damage reduction or energy resistance | |||||||||||||||||||||||
80 | Environmental Adaptation | Con 13 | Gain immunity to a number of environmental and weather effects | |||||||||||||||||||||||
81 | Expansive Breath | Con 11 | You’re much more adept at holding your breath than others of your species. | |||||||||||||||||||||||
82 | Extended Telepathy | Limited telepathy racial trait | Increase range of limited telepathy | |||||||||||||||||||||||
83 | Extra Resolve | Character level 5th | Gain 2 additional Resolve Points | |||||||||||||||||||||||
84 | Far Shot* | Base attack bonus +1 | Reduce penalty due to range increments | |||||||||||||||||||||||
85 | Fast Talk | Bluff 5 ranks | Baffle a potential foe, causing it to be surprised when combat begins | |||||||||||||||||||||||
86 | Fighting Balance | You know how to fight while off-balance or prone. | ||||||||||||||||||||||||
87 | Fleet* | Increase your base speed | ||||||||||||||||||||||||
88 | Focused Sense | Blindsense | Temporarily gain blindsight with a limited range | |||||||||||||||||||||||
89 | Focused Spellcaster* | Combat Casting, ability to cast 4th-level spells | Spend a resolve point to stop a spell from failing from taking damage | |||||||||||||||||||||||
90 | Forward Momentum | Wis 13, character level 5th | Spend RP to delay certain conditions | |||||||||||||||||||||||
91 | Fouling Reposition* | Improved Combat Maneuver (reposition) | Reposition a foe to throw it and another creature off balance | |||||||||||||||||||||||
92 | Four-Handed Hacker | Computers 1 rank, four or more hands | When you hack a computer, it’s a two-front war. | |||||||||||||||||||||||
93 | Frightening Injection | Intimidate 3 ranks | Intimidate your foes when you inject them | |||||||||||||||||||||||
94 | Frightful Display | Cha 15, Intimidate 5 ranks, ability to cast spells | Intimidate a foe as a reaction after they fail a save against your spell | |||||||||||||||||||||||
95 | Fusillade* | Base attack bonus +1, four or more arms | Make an automatic-mode attack with multiple small arms | |||||||||||||||||||||||
96 | Grab Attention* | Intimidate 5 ranks | Make a foe you hit in melee off-target when attacking anyone other than you | |||||||||||||||||||||||
97 | Grappler Pull* | Str 11 | Use a grappler to draw your foes closer to you | |||||||||||||||||||||||
98 | Great Cleave* | Str 13, Cleave, base attack bonus +4 | Make an additional melee attack after each melee attack that hits | |||||||||||||||||||||||
99 | Great Fortitude | +2 bonus to Fortitude saves | ||||||||||||||||||||||||
100 | Greater Eldritch Lore | Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 13th, 13 levels in a class with a class spell list | Gain an additional 3rd-level spell known | |||||||||||||||||||||||