Certifications

Certifications are the class abilities of Fire in the Sky. They represent very specific skills that your character has honed to perfection, such as getting a wounded comrade up and fighting again in the middle of a battle, jamming a wireless frequency, or drawing and firing a concealed pistol with great accuracy.

There are three ways of acquiring certifications:

  1. You may gain one or more certifications from rolling well or not spending development points during character creation.
  2. Every time you level up, you gain one new certification.
  3. Whenever you acquire a feat, you may choose to instead take a certification.

Each certification belongs to a specific category. Naturally, not all categories are open to all classes. Note also that not all available certifications are listed here right now. As your characters uncover more and more of the paranormal, additional certifications will be unlocked and added here, or existing certifications may gain additional uses. The currently available certifications are listed below:

Medical Certifications

EMT-Basic
Prerequisites: Combat Support Resuscitation
With a medical kit, you can restore 1d4 hit points worth of damage as a full-round action to a wounded character, up to their maximum HP. Using this ability successfully requires a Heal check DC 15)This ability can only be used once per wound (instance of damage, GM’s discretion) that character has suffered and can never heal more than the damage caused by that wound.

Combat Support Resuscitation
Prerequisites: None
With a medical kit, you can remove the dazed, stunned, or unconscious conditions from a character as a standard action by making a Heal check DC 15. You cannot remove Unconscious from a character who is at -1 hit points or lower without stabilizing them first.

Combat Stimulant Administration
Prerequisites: Combat Support Resuscitation
As a standard action, you can administer combat stimulants with no risk of overdose.

Trauma Surgical Procedures
Prerequisites: EMT-Basic
With a surgical kit, you can perform Surgery as the D20 Modern Treat Injury skill use of the same name on Page 75.

Advanced EMT
Prerequisites: EMT-Basic
You gain a +1 to Heal checks, and when you use EMT-Basic to attempt to restore hit points to an injured character, you roll 1d6 instead of 1d4.

Advanced EMT Critical Care
Prerequisites: Advanced EMT
You gain a +1 to Heal checks, and when you use EMT-Basic to attempt to restore hit points to an injured character, you roll 1d8 instead of 1d6.

EMT Paramedic
Prerequisites: Advanced EMT Critical Care, Level 10+
You gain +1 to Heal checks and when you use EMT-Basic to attempt to restore hit points to an injured character, you roll 1d10 instead of 1d8.

Special Operations Combat Medic
Prerequisites: Advanced EMT
You can take 10 on a Heal check even if stress and distractions normally prevent it.

Advanced Trauma Life Support
Prerequisites: Trauma Surgical Procedures, Advanced EMT Critical Care
You can attempt to save a character who has been reduced to -10 hit points or lower if you can administer medical support to them within 3 rounds. Make a Heal check against a DC of 30. You cannot take a 10 or 20 on this check under any circumstances. If you succeed, the character can make a fortitude save against a DC of 15to stabilize and be restored to 0 hit points. Note that while this certification works for death caused by hit point loss, it may not be able to save characters killed by instant death effects (such as those caused by extremely severe critical hits), which cause death without actually lowering hit points.

Critical Trauma Life Support
Prerequisites: Advanced Trauma Life Support
As Advanced Trauma Life Support, except you can attempt to save a character who has been dead for up to 3 minutes. The DC to do this is 40 instead of 30. All the other rules are the same.

Hazmat Operating Procedures
Prerequisites: None
You suffer only a -1 penalty instead of a -4 when wearing a Hazmat Suit.

Psychological Certifications

Board-Certified Counselor
Prerequisites: Integrative Mental Health
As a standard action, you can make a psychoanalysis check against a DC of 15. If you succeed, the target gains a +1 morale bonus to all willpower saving throws for the duration of the encounter and can reroll one failed saving throw that resulted in the shaken, frightened, or panicked conditions. This power can only be used on a given target once per encounter.

  • This Certification can also be used to reroll a saving throw that resulted in temporary insanity, using the same rules described above.

Behavioral Personality Profiling
Prerequisites: None
You can construct a profile of a subject’s personality. This requires that you interview three people who know the target well for at least 30 minutes asking questions about the subject. Alternately, you can choose to observe the subject instead of doing an interview – in this case you must observe them directly for two hours per interview you do not do. After this time, you make a psychoanalysis skill check against a DC of 15 + the subject’s hit dice. If you succeed, you gain a permanent +2 competence bonus on sense motive, diplomacy, intimidate, bluff, and psychoanalysis checks used on the subject. If you fail, you may try again, but not without another 16 hours of observing fresh evidence pertaining to the subject.

Advanced Polygraphy
Prerequisites: Behavioral Personality Profiling
Whenever anyone lies to you, the GM will secretly roll their bluff skill against your sense motive skill with a +10 competence bonus. If you succeed, you know they are lying to you.

Advanced Profiling Analysis
Prerequisites: Behavioral Personality Profiling
Once per day, you can ask a single yes or no question to a target whom you have already completed a personality profile of. You roll your sense motive against their bluff skill. If you succeed, you will learn the answer of the question. It doesn’t matter what their response is, or even if they do respond verbally, but their body language and other cues betray the answer. This ability cannot be used in combat.

Integrative Mental Health
Prerequisites: None
You gain a +2 to Psychoanalysis checks and a +1 to Willpower saves. Additionally, whenever you succeed at a sanity check, you regain one sanity.

Advanced Integrative Mental Health
Prerequisites: Integrative Mental Health
You gain +2 to Willpower saves.

Personality Assessment Analytics
Prerequisites: Behavioral Personality Profiling
For any target whom you have already completed a profile of, you automatically know their alignment. You also know whether they are sane or not.

Licensed Psychotherapist
Prerequisites: Board-Certified Counselor
You can greatly speed the curing of indefinite insanity. You may attempt a psychoanalysis check against a DC of 25 to try to hasten an indefinitely insane character’s recovery. On a success, you reduce the recovery time by 1d6 game months (minimum one month). On a failure, you do not reduce the recovery time, although the character still regains 1d3 points of sanity. You may try again next month. On a roll of 1, the character loses 1d6 sanity, and you cannot try to cure his indefinite insanity again; it must either end on its own, or another therapist must make the attempt.

Technology Certifications

CODIS Security Clearance
Prerequisites: None
From any computer with internet access, you can attempt to make a Computer Use check to attempt to find information on another character in the CODIS database. Once per character, you can make a computer use check to gain a piece of relevant information about him or her. The higher you roll on this check, the more useful the information will be.

Rapid Systems Circumvention
Prerequisites: Proficient Systems Analyst
You can attempt to hack into any computer you have physical access to. This check requires 10 minutes and a computer use check with a +5 bonus against a DC set by the computer’s security system. If you succeed, you gain access to that computer’s files, and can install a remote access program that allows you to log into the computer over the internet (as long as it has an internet connection) at any time later by making a computer use check against a DC of 15. Failure means the time spent is wasted, and you may have alerted an administrator or security software to your presence, although you still attempt to hack the computer again. This effect lasts until the program is detected and removed by another user making a computer use check against a DC equal to your computer use roll you got when you hacked the computer in the first place, or until the computer is reformatted. Note that accessing other computers networked with this one, or accessing encrypted files, may still require other computer use checks.

Security Hardware Specialist
Prerequisites: Proficient Systems Analyst
You can attempt to bypass any security system you have physical access to, such as electronic keypads, burglar alarms, and security cameras. This check requires 5 minutes, and an electronics check with a +5 bonus against a DC set by the system’s security level. If you succeed, you manipulate the system as though you had administrative access, including opening automatic doors, turning cameras, or deactivating the whole thing. Note that for some more complex uses, additional rolls could be required. Failure means the time spent is wasted, and you may have alerted an administrator or security software to your presence, although you still attempt to hack the security system again.

Black Ice Specialist
Prerequisites: Rapid Systems Circumvention
If anyone tries to hack computers or devices owned or operated by you, the GM rolls a secret computer use check for you with a +5 bonus. If you succeed, you are immediately aware of it. If you can log into the computer or device, you can make computer use rolls to oppose hacking attempts normally.

Jamming Technology Operations
Prerequisites: None
You can operate wireless jamming devices to attempt to jam wireless communications. You

Proficient Systems Analyst

Prerequisites: None
You gain +2 to computer Use and Electronics checks.

Registered Systems Analyst
Prerequisites: Proficient Systems Analyst
You gain +2 to Computer Use and Electronics checks.

Theoretical Reverse Engineering
Prerequisites: Proficient Systems Analyst
You are much more adept at the analysis and modification of unknown technologies than the average person. You do not suffer the -5 penalty that usually applies to computer use, knowledge (technology), knowledge (physical sciences), craft (electronics) and craft (hardware) checks when made to analyze or modify alien technology.

Investigative Certifications

Contact Development
Prerequisites: None.
You gain a supporting NPC to represent one of your contacts. The contact will not accompany you on missions, but will provide information and limited assistance. The contact will usually be a professional associate, such as a Federal agent of some kind, a fellow police officer, or a private investigator, but will inevitably be in a lower-level position. You may design the contact yourself, within reason and subject to the GM’s approval, and more unusual contacts may be acceptable. You may call on the contact at most once per week. Naturally, the favors your contact can do for you depends upon their position. Professional contacts will not usually ask for monetary compensation, but will keep track of how many favors they have done for you and will eventually call in a favor of their own. Other contacts will probably want to be paid, necessitating a wealth check.

Intermediate Contact Development
Prerequisites: Contact Development
You gain another supporting NPC to represent one of your contacts. This functions as NPCs from the Contact Development certification, except the contact has significantly more influence and prestige. If an agent or officer, they likely have command of others. If not a member of a large organization, they likely have contacts of their own or access to special information or tools.

Advanced Contact Development
Prerequisites: Intermediate Contact Development
You gain another supporting NPC to represent one of your contacts. This functions as NPCs from the Contact Development certification, except the contact is an important and prestigious individual, such as a high-ranking Fed, police sergeant, or other VIP.

Deductive Analysis
Prerequisites: None
You gain a +2 bonus to Search, Spot, and Investigate checks.

Advanced Crime Scene Investigation
Prerequisites: Forensic Science
You may reroll a failed search, spot, or investigate check once per day.

Forensic Science
Prerequisites: Deductive Analysis
Evidence you collect is always perfectly preserved for laboratory analysis without an investigate roll being needed. You gain a +5 to investigate checks when analyzing blood spatters, finger prints, ballistic profiles, or when assessing the cause of death of a corpse.

Advanced Deductive Analysis
Prerequisites: Forensic Science
The GM will secretly roll a Search or Investigate check (as appropriate) for your character even if you do not think to ask for such a check and, if you succeed, tell you what your character found. You gain an additional +2 bonus to Search, Spot, and Investigate checks.

Xenos Behavioral Analysis
Prerequisites: Deductive Analysis
You are adept at analyzing otherworldly creatures. If you can observe a paranormal creature for at least one hour, or if you have encountered this creature on three separate occasions, you gain a +2 to all skill checks used against this type of creature (permanently), and you can occasionally gain special insights that would not normally be revealed.

Advanced Xenos Behavioral Analysis
Prerequisites: Xenos Behavioral Analysis
After successfully observing a paranormal creature for the Xenos Behavioral Analysis certification, in addition to the +2 to skill checks, you also gain a +2 to armor class, attack rolls, and saving throws against this type of creature (permanently). Additionally, if you spend five minutes coordinating your allies, you may make a knowledge (tactics) roll against a DC of 15 + the paranormal creature’s average hit dice. If successful, your allies gain a +1 to attack rolls, saving throws, and armor class against that type of creature for 1 hour. You may only use this ability if you have already successfully observed that type of creature.

Persuasive Certifications

Factional Infiltration Techniques
Prerequisites: Intensive Mediation Training
You are adept at learning to blend in with even the most insular sects. If you can spend at least 16 cumulative hours observing them (either from a distance or in person, combined with researching knowledge available in libraries or on the internet), you gain a +5 bonus to disguise, diplomacy, and bluff checks against members of that group. This bonus persists until you cease having direct contact with the group for a week or more.

Intensive Mediation Training
Prerequisites: None
Gain a +2 to Diplomacy and Bluff Checks

Experienced Hostage Negotiation
Prerequisites: Intensive Mediation Training
You know when a situation is about to go from tense to violent. Whenever a creature you have been immediately communicating with tries to take a violent action against you or an ally, you may automatically act in the surprise round and that creature may not. This can apply to multiple creatures as well, as long as they were communicating with you just prior to combat beginning.

Advanced Conflict Resolution
Prerequisites: Experienced Hostage Negotiation
EIther prior to the start of hostilities, or during combat, you may attempt to talk one target creature down, causing it to cease fighting. To do this requires that the target understand you, and that you spend a full-round action communicating with it. It then makes a willpower saving throw against a DC equal to 10 + your level + you Charisma bonus. If it succeeds, it continues acting as it normally would. If it fails, it immediately stops fighting and reverts to an indifferent attitude regarding you and the situation in general. Any hostile action by you or any of your allies against the target breaks this effect and allows it to act normally. Otherwise, the target will not initiate combat again unless the results of a failed (or successful) diplomacy check cause its attitude to go below indifferent.

FBI Negotiation Intensive
Prerequisites: Advanced Conflict Resolution
You can attempt to use Advanced Conflict Resolution to talk down a number of opponents at once equal to your Charisma modifier.

Contra-Insurgency Operations
Prerequisites: FBI Negotiation Intensive
You can attempt to turn one NPC against another. To do this requires a full-round action, and you must also know the name of both the character you are trying to persuade and the character who will be the target of the hostilities. The target must be able to hear and understand you. The target makes a willpower save against a DC equal to 10 + your class level + your Charisma modifier. Failure means his attitude towards the other designated character worsens by one step (helpful turns to friendly, friendly turns to indifferent, indifferent turns to unfriendly, and unfriendly turns to hostile. As long as the target continues to fail the will save, you can continue taking full-round actions to try to worsen his attitude. When the attitude drops to hostile, the target attacks the designated character. A successful will save renders the target immune to further uses of this ability for 24 hours, but doesn’t restore the attitude shifts that have already happened.

Techniques in Interstellar Contact
Prerequisites:
Contact spells are 20% more likely to succeed.

Tactics Certifications

Canine Unit
Prerequisites: Animal Handling Rank 4 or Higher
You have a specific canine companion that you have trained extensively with. This animal has the base statistics of a Police Dog. As you level up, this animal advances in power with you according to the following chart:

Trainer Level HD BAB Fort Ref Will Bonus Skill Ranks Feats
2 3 +2 +3 +3 +1 3 2
3 3 +2 +3 +3 +1 3 2
4 4 +3 +4 +4 +1 4 2
5 5 +3 +4 +4 +1 5 3
Trainer Level AC Bonus Str/Dex Bonus Bonus Tricks Special
2 +0 +0 +1 -
3 +2 +1 +2 Evasion
4 +2 +1 +2 Ability Score Increase
5 +2 +1 +2 -

Feats – Canine Companions can select from any of the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.

Evasion – Whenever your police dog must make a reflex saving throw for an ability where it would normally take half damage upon a successful save, it instead takes no damage upon a successful save.

Ability Score Increase – Your police dog gains an additional +1 to one of its ability scores.

Your canine companion cannot advance above level 5 without the Canine Specialist certification. If you take this certification when your level is above 2, your canine companion automatically levels up to be the same as your level. Your canine companion does not have a sanity score. Instead, if placed in a situation where it has to make a sanity check, instead it hesitates and you must make a handle animal check (push) DC 20 to get it to act. If your canine companion is killed, you must make a sanity check with a sanity loss of 1d4/1d8. A slain canine companion can be replaced, but only after 8 weeks of training its replacement.

Canine Specialist
Prerequisites: Canine Unit
You and your canine companion have been through countless training sessions and real world dangerous encounters. Your canine companion is an elite police animal and you are considered a master trainer. Your canine companion can now level up beyond level 5 according to the following chart:

Trainer Level HD BAB Fort Ref Will Bonus Skill Ranks Feats
6 6 +4 +5 +5 +2 6 3
7 6 +4 +5 +5 +2 6 3
8 7 +5 +5 +5 +2 7 4
9 8 +6 +6 +6 +2 8 4
10 9 +6 +6 +6 +3 9 5
Trainer Level AC Bonus Str/Dex Bonus Bonus Tricks Special
6 +4 +2 +3 Devotion
7 +4 +2 +3 -
8 +4 +2 +3 -
9 +6 +3 +4 Ability Score Increase, Multiattack
10 +6 +3 +4 -

Devotion – Your canine companion receives a +4 morale bonus to willpower saves.

Multiattack – Your canine companion gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Your canine companion cannot advance above level 10 without the Canine Mastery certification. If you take this certification when your level is above 5, your canine companion automatically levels up to be the same as your level. If your canine companion is above level 5 and is killed, you must make a sanity check with a sanity loss of 1d6/1d10. A slain canine companion above level 5 can be replaced, but only after 12 weeks of training its replacement.

Canine Mastery
Prerequisites: Canine Specialist
You and your canine companion have a bond that verges on spiritual, moving and acting as one creature. Your canine companion is uniquely talented and more capable than most officers. Your canine companion can now level up beyond level 10 according to the following chart:

Trainer Level HD BAB Fort Ref Will Bonus Skill Ranks Feats
11 9 +6 +6 +6 +3 9 5
12 10 +7 +7 +7 +3 10 5
13 11 +8 +7 +7 +3 11 6
14 12 +9 +8 +8 +4 12 6
15 12 +9 +8 +8 +4 12 6
Trainer Level AC Bonus Str/Dex Bonus Bonus Tricks Special
11 +6 +3 +4 -
12 +8 +4 +5 -
13 +8 +4 +5 -
14 +8 +4 +5 Ability Score Increase
15 +10 +5 +6 Improved Evasion

Improved Evasion – Whenever your canine companion must make a reflex saving throw where success results in half damage and failure results in full damage, it instead takes no damage on a successful save and half damage on a failure.

If you take this certification when your level is above 10, your canine companion automatically levels up to be the same as your level. If your canine companion is above level 10 and is killed, you must make a sanity check with a sanity loss of 1d10/1d20. A slain canine companion above level 10 can be replaced, but only after 20 weeks of training its replacement.

Coordinated Assault
Prerequisites:
You are adept at working in tandem with the rest of your squad. When you use this power, you deliberately hold your action until another ally’s turn in combat. You then both make your attacks simultaneously, and you each gain a +1 bonus to hit.

Small Unit Tactics
Prerequisites: Coordinated Assault
Allies within 30 feet of you gain a +1 to attack damage, +1 dodge bonus to AC, and +1 and to all saving throws as long as you are conscious and able to direct your allies in some understandable way. Allies can only receive this bonus once, no matter how many others with Small Unit Tactics are present within 30 feet.

Tactical Fire
Prerequisites: Coordinated Assault
Whenever you attack with a ranged weapon, you make make a charisma check against a DC of 15. Success means one ally within 30 feet may immediately move up to his base movement speed (as long as he is able to do so). This movement does not provoke attacks of opportunity. A character can only move in this fashion once per turn.

Tracing Fire
Prerequisites: Coordinated Assault
Whenever you attack with a creature with a ranged weapon, until the end of the round, allies attacking that creature gain a +1 to hit.

Combined Arms Fire
Prerequisites: Tactical Fire
Whenever an ally within 30 feet makes a ranged attack, he gets a +1 bonus to hit for each other ranged weapon of a different type that another ally has already used to attack that round. For reference, the weapon types include pistol, sniper rifle, automatics, shotguns, and heavy weapons.

Logistical Support
Prerequisites: Tactical Fire, Small Unit Tactics
As a full-round action, you may grant one ally within 30 feet an additional standard action to be used on their turn. You can only use this ability once per combat.

Physical Certifications

Enhanced Covering Techniques
Prerequisites:
You gain a +4 to hide checks whenever you have cover, and increase the AC bonuses of all cover by +2.

Combat Veteran
Prerequisites: High intensity Combat Training
Any critical hits scored against you must be confirmed to have a critical effect. When rolling for critical effect location, you may choose to have the GM reroll the location once, but you must take the new result.

Basic Combat Training
Prerequisites: None
You gain 3 Hit Points and +1 to fortitude saving throws.

High Intensity Combat Training
Prerequisites: Basic Combat Training
You gain 3 Hit points, +1 to fortitude saving throws, and +1 to your base movement rate.

Takedown and Submission Techniques
Prerequisites: None
Attacks of opportunity against you for starting a grapple suffer from a -4 penalty. Opponents pinned by you are immediately disarmed of any wielded weapon. You gain a +4 bonus to grapple checks.

Special Forces Battlefield Survival
Prerequisites: Combat Veteran
Whenever anyone scores a critical hit against you, after all modifiers are added in except for magical bonuses, the severity of the critical hit is cut in half (rounded down).

Evasive Combat
Prerequisites: None
You gain a +2 to reflex saving throws.

Special Forces Guerilla Maneuvers
Prerequisites: Evasive Combat
You gain the benefits of evasion (no damage on successful reflex saving throw).

Cardiovascular Conditioning
Prerequisites: High Intensity Combat Training
You may move up to 3 additional squares with the first move action you take each round.

Weapons Certifications

Pistols

Concealed Carry Presentation
Prerequisites: None
Enemies suffer -10 penalty to spot checks to determine if you are concealing a pistol. You can draw a pistol as a free action.

Rapid Deployment Pistol
Prerequisites: Concealed Carry Presentation
When armed with a concealed and undetected pistol, you can make a bluff check against the enemy’s sense motive check. If you win, you get to fire during the surprise round.

Execution Shot
Prerequisites: Pistol Marksmanship
You gain +1 to hit, crit on 19-20, and +2 to severity when firing a pistol at a target within 15 feet.

Pistol Marksmanship
Prerequisites: None
You gain +1 to hit with Pistols

Rapid Weapon Transition
Prerequisites: None
Switch between pistol and any other weapon as a free action.

Shotguns

Tactical Shotgun Defense
Prerequisites: None
No penalty for firing on adjacent enemy with a shotgun, and +2 severity for critical hits against adjacent enemies with a shotgun.

Shotgun Critical Targets
Prerequisites: Shotgun Marksmanship
You gain +2 Severity to critical hits with a shotgun. Additionally, whenever you deal damage with a shotgun, the target must make a fortitude saving throw against the damage dealt or fall prone.

Buckshot Patterning
Prerequisites: Shotgun Critical Targets
Attack two adjacent enemies with one attack roll, buckshot rounds only.

Advanced Breaching Techniques
Prerequisites: None
Subtract 2 from the hardness of objects when you attempt to damage them with a shotgun.

Snapfire Deployment
Prerequisites: Tactical Shotgun Defense, Shotgun Critical Targets
Gain an attack of opportunity against an enemy who moves within 15 feet of you at a -4 recoil penalty, -8 if you fired already this round (or -4 to your next attack if you have not yet acted).

Shotgun Marksmanship
Prerequisites: None
You gain +2 to damage rolls when firing a shotgun.

Sniper Rifles

B-5 Sniper Certification
Prerequisites:Combat Rifle Precision
When you wield a sniper rifle, it scores a critical hit on a 19-20. Your critical hits with rifles gain +2 severity.

Mathematical Rangefinding
Prerequisites: None
You double the range increment on all rifles.

SF-88 Rifle Marksmanship
Prerequisites: None
You gain +1 to hit with rifles, +2 when using a scope.

Combat Rifle Precision
Prerequisites: SF-88 Rifle Marksmanship
Your critical hits with rifles gain +2 severity. Additionally, if a critical hit you score with a sniper rifle is on an arm, leg, hand, or foot, you may reroll the location once. You may choose to keep the new location or use the old one.

SEALS Cold Bore Training
Prerequisites: B-5 Sniper Certification
When firing a sniper rifle during the surprise round or on a target who is flat-footed, you score a critical hit on a 17-20 and that critical hit gains a +2 severity.

Terminal Ballistics Mastery
Prerequisites: SEALS Cold Bore Training, Mathematical Rangefinding
If you kill or incapacitate a target with a sniper rifle, you may make an additional attack as part of the same attack action against another target within range using your full base attack bonus. This attack suffers a -4 recoil penalty to hit. You may only make one additional attack per turn via this certification.

Automatics

Tactical Covering Fire
Prerequisites: Extended Burst Fire
Enemies you attack (not necessarily hit) with burst fire, extended burst, or auto fire get a -2 to hit with ranged attacks.

Advanced Automatic Fire
Prerequisites: Tactical Covering Fire
Enemies you attach (not necessarily hit) with burst fire, extended burst, or auto fire get a -4 to hit with ranged attacks instead of -2. When firing a weapon on autofire, you may choose to roll one attack roll to hit all the targets inside of the area of effect instead of making them roll reflex saving throws against a DC of 15. If you do, this attack suffers a -4 recoil penalty.

Strafing Fire
Prerequisites: Advanced Automatic Fire
When you fire a weapon on autofire, instead of targeting a 10-foot square, you may target a up to ten adjacent 5-foot squares if you wish. These squares may be in any shape as long as each square is adjacent to at least one other square and as long as no square is behind any other targeted square. Roll one single attack roll, then compare it to the AC of each creature standing in a targeted square. This attack roll suffers a cumulative -2 recoil penalty for each square, applied as each square is targeted (so it suffers a -2 penalty to hit an enemy in the first square, a -4 penalty to hit an enemy in the second square, etc.) Each enemy hit by this attack suffers normal weapon damage. If you roll a critical hit, apply critical damage and effects to only one enemy, but you get to choose which one.

Extended Burst Fire
Prerequisites: None
Reduce all recoil penalties with automatic weapons by 1. When firing with a weapon with autofire, you may choose to fire a series of short bursts at a single target. If you do, choose the number of bursts you want to fire (each burst consumes three bullets), up to a maximum of 1/3 of your clip size. Roll a single attack with a -2 recoil penalty per burst. You score one hit for beating your target’s AC, and an additional hit for every 5 points that you beat your target’s AC by. Each hit deals your weapon’s normal damage plus modifiers. You can hit a maximum number of times equal to the number of bursts you fired. Firing an extended burst is a full-round action.

Burst Grouping Optimization
Prerequisites: Tactical Covering Fire, Automatics Marksmanship
All damage caused by auto fire, burst fire, or extended burst fire is overwhelming. In the event of a critical hit, roll damage first and then apply the critical multiplier after damage is rolled (that is, you don’t roll any extra dice, you just multiply the result of the dice you would normally roll).

Automatics Marksmanship
Prerequisites: None
You gain +1 to hit with all automatics.

Critical Covering Fire
Prerequisites: Advanced Suppressing Fire
When you fire a weapon on auto fire, you may make an attack of opportunity against anyone who moves within the affected area for the rest of the round.

Heavy Weapons

Flamethrower Operation
Prerequisites: None
Flamethrowers you wield deal an 1d6 additional fire damage. The reflex save for half damage is 17 instead of 15. Additionally, you gain a +4 dodge bonus to backpack AC.

Advanced Flamethrower Tactics
Prerequisites: Flamethrower Operation
Flamethrowers you wield deal 1d6 additional fire damage. The reflex save for half damage is 20 instead of 17. All damage dealt by flamethrowers you wield is overwhelming.

Suppressive Burn
Prerequisites: Flamethrower Operation
When you wield a flamethrower, as a standard action you may to fire at all creatures in a cone, 5 feet at its base, 30 feet long, and 30 feet wide. This attack deals only 2d6 points of damage, but all creatures in the area of the cone suffer a -2 penalty to attack rolls until the end of the turn.

Rocket Launcher Operation
Prerequisites: None
You gain +2 to hit with rocket launchers.

Advanced Rocket Targeting Systems
Prerequisites: Rocket Launcher Operations
You are proficient with laser-guided, wire-guided, and heat seeking targeting systems. When wielding a rocket launcher and rocket with laser or wire-targeting capability, you can fire a rocket using these targeting system as a full-round action to gain a +4 to hit and double all range increments. When firing a rocket launcher and rocket equipped with heat-seeking capabilities, you gain a +2 to hit with all attacks against any target with a heat signature.

Muzzle-Fired Grenade Launcher Operation
Prerequisites: None
You suffer no penalty to hit for firing a muzzle-operated grenade launcher.

Weapon Accessories

Longarm Sling Handling
Prerequisites: None
While using a sling, your burst fire attacks suffer only a -3 instead of -4 to hit, and auto fire attacks gain a+2 to DC. Additionally, you reduce all recoil penalties by 1 while using a sling. This certification does not apply to pistols.

Arcane Certifications

Scarred By The Heavens
Prerequisites: None
Sanity loss from learning or casting spells is reduced by 1. This certification can reduce the sanity loss to 0. Taking this certification reduces your maximum sanity by 10% (round up).

Stores of Power
Prerequisites: None
Each day you gain 1d4 power points. Whenever you would lose attribute points as a result of casting a spell, you may choose to lose power points instead. These power points cannot be saved up and are lost at the end of the day if not used.

Eldritch Might
Prerequisites: Stores of Power
Each day you gain 1d4 temporary attribute points, which can be added to any attribute you choose. These points can increase the attribute bonus for that attribute if they raise it high enough. These temporary attribute points cannot be saved up and are lost at the end of the day.

Forbidden Knowledge
Prerequisites: None
Raise your Cthulhu Mythos by 1 and increase the DC of all your spells by 2.

Summoner
Prerequisites: Forbidden Knowledge
Raise your Cthulhu Mythos by 1 and raise the DC of your binding or banishment spells by 2 (this stacks with Forbidden Knowledge).

Item of Power
Prerequisites: Forbidden Knowledge, Scarred by the Heavens
Reduce your maximum sanity by 10% (round up). You gain a magical item of significant power. This item will be tailored by the GM to fit your character and background.

Certifications

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