Feats

Because of the modified nature of Fire in the Sky, we will not be using all the same feats from the D20 Modern Rulebook, and there will be new feats available to your characters which are not found in any book.

A Note About Melee Combat: I have deliberately left most of the melee combat feats off this list. Fire in the Sky occurs in the modern age, where ranged weapons are hands down superior to melee weapons 99 times out of 100. It is not recommended that you design a character who focuses on melee weapons. If you wish to do so anyhow, talk to me about it and I will decide how to handle it at that time.

Allowed D20 Modern Feats

Acrobatic
+2 to Jump and Tumble Checks

Advanced Firearms Proficiency
Prerequisite: Personal Firearms Proficiency
You can fire any firearm on autofire mode (see p. 148 of D20 Modern) without penalty (assuming it has an autofire setting). Normally you suffer a -4 for autofire.

Advanced Two-Weapon Fighting
Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus 11+
You get a third attack with your offhand weapon, albeit at -10 penalty.

Aircraft Operation
Prerequisite: Pilot 4 ranks
You are proficient at operating one class of aircraft, selected at the time you take the feat (either heavy aircraft, helicopters, jet fighters, or spacecraft). You can operate that aircraft without the -4 penalty to pilot checks for flying an unfamiliar aircraft. You can take this feat multiple times for each new aircraft type.

Alertness
You get +2 to Listen and Spot checks.

Animal Affinity
You gain +2 to Handle Animal and Ride checks.

Archaic Weapons Proficiency
You take no penalty on attack rolls when using archaic weapons such as swords, bows, axes, etc. Normally you suffer a -4 penalty for using an unfamiliar archaic weapon.

Armor Proficiency: Heavy
Prerequisites: Armor Proficiency: Medium
When you wear an armor you are proficient with, you add its entire bonus to your armor class. Without the appropriate feat, you only add part of its bonus, and you suffer penalties to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.

Armor Proficiency: Medium
Prerequisites: Armor Proficiency: Light
When you wear an armor you are proficient with, you add its entire bonus to your armor class. Without the appropriate feat, you only add part of its bonus, and you suffer penalties to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.

Armor Proficiency: Light
When you wear an armor you are proficient with, you add its entire bonus to your armor class. Without the appropriate feat, you only add part of its bonus, and you suffer penalties to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.

Athletic
You get +2 to Climb and Swim checks.

Attentive
You get +2 to Investigate and Sense Motive checks.

Builder
Pick two Craft skills; you get +2 with both of them.

Burst Fire
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency
When using an automatic firearm with at least five bullets loaded, you may fire a short burst as a single attack against a single target. You get a -4 to the attack roll, but deal +2 dice of damage. If a firearm has a three-round burst setting, you can do the same with only three rounds.

Cautious
You get +2 to Demolitions and Disable Device Checks.

Confident
You get +2 to Gamble and Intimidate checks.

Dead Aim
Prerequisites: Far Shot
Before making a ranged attack, you may spend a full-round action lining up your shot. This gives you a +2 to the next attack roll. If your concentration is disrupted or you are attacked or you move at all before you make your attack, even just a 5-foot step, your aim is thrown off and the bonus is lost.

Deceptive
You get +2 to Bluff and Disguise checks.

Dodge
Prerequisite: Dexterity 13
You can designate an opponent during you turn in combat as your dodge target. You get a +1 dodge bonus to AC against attacks from that opponent.

Double Tap
Prerequisite: Dexterity 13, Point Blank Shot
When using a semiautomatic firearm with at least two bullets loaded, you may fire two bullets as a single attack against a single target. You get a -2 penalty to hit, but you deal +1 die of damage if you hit.

Drive-By Attack
You take no vehicle speed penalty when making an attack while in a moving vehicle. Also if you are the driver, you may make your attack at any point alongthe vehicle’s movement.

Educated
Pick two Knowledge skills; you get +2 to both of them.

Endurance
You gain a +4 bonus to Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold your breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning.

Exotic Firearms Proficiency
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency
Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, rocket launchers. You suffer no penalty to attack rolls with such weapons.

Far Shot
When you use a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When you throw a weapon, its range increment is doubled.

Focused
You get +2 to Balance and Concentration checks.

Force Stop
Prerequisites: Drive 4 ranks, Vehicle Expert
When you attempt a side-swipe stunt with a surface vehicle, you can force the other vehicle to stop by nudging it into a controlled sideways skid. In addition to the normal requirements for a sideswipe stunt, you must have sufficient movement remaining to move a number of squares equal to your turn number. After succeeding on the check to attempt the sideswipe, make Drive check opposed by the other driver. If you succeed, turn his vehicle 90 degrees across the front of yours so that they form a T. The vehicles end their movement at stationary speed and take normal sideswipe damage. If you fail the check, resolve the sideswipe normally.

Frightful Presence
Prerequisites: Charisma 15, Intimidate 9 ranks
When you use this feat, all opponents within 30 feet who have fewer levels than you must make a Will saving throw (DC 10 + 1/2 your level + your Charisma modifier) an opponent who fails his save is shaken, taking a -2 penalty on attack rolls, saves, and skill checks for 1d6 + your Charisma modifier rounds. You can use this feat once per round as a free action. A successful save indicates that a given enemy is immune to this feat for 24 hours. This feat does not affect creatures with intelligence 3 or lower.

Gearhead
You get +2 to Computer Use and Repair checks.

Great Fortitude
You get +2 to all Fortitude saving throws.

Guide
You get a +2 bonus to Navigate and Survival checks.

Improved Bull Rush
Prerequisites: Strength 13, Power Attack
When you perform a Bull Rush, you do not provoke an attack of opportunity from the defender.

Improved Critical
Prerequisite: Proficient with weapon category, Base Attack Bonus +8 or higher.
When using the chosen weapon, your threat range is doubled. You can take this feat multiple times but the effects do not stack.

Improved Damage Threshold
You increase your massive damage threshold by 3 points. Ordinarily your massive damage threshold (see D20 Modern P. 141) is equal to your Constitution score. You can take this feat multiple times and its effects stack.

Improved Disarm
Prerequisites: Intelligence 13
You do not provoke attacks of opportunity for trying to disarm an opponent, nor does the opponent get a chance to disarm you.

Improved Initiative
You gain +4 to initiative checks.

Improved Two-Weapon Fighting
Prerequisites: Dexterity 13, Two-Weapon Fighting, Base Attack Bonus +6
You get a second attack with your offhand weapon, albeit at -5 penalty.

Iron Will
You get +2 to all Willpower saving throws.

Lightning Reflexes
You get +2 to all Reflex saving throws.

Medical Expert
You get a +2 bonus to Craft (Pharmaceutical) and Heal checks.

Meticulous
You get a +2 bonus to Forgery and Search checks.

Mobility
Prerequisites: Dexterity 13, Dodge
You get a +4 dodge bonus to Defense against attacks of opportunity provoked when you move out of a threatened square.

Nimble
You Get +2 to Escape Artist and Sleight of Hand checks.

Personal Firearms Proficiency
You can fire any personal firearm (see p. 95 of D20 Modern) without penalty. Normally you get a -4 penalty to attack rolls with an weapon you are not proficient with.

Point Blank Shot
You get a +1 to attack and damage when firing a ranged weapon at a target within 30 feet.

Precise Shot
Prerequisite: Point Blank Shot
You can shoot or throw ranged weapons at an opponent engaged in melee with no penalty. Normally you take a -4 penalty to attack such opponents. See p. 136 of D20 Modern.

Quick Draw
Prerequisites: Base Attack Bonus +1
You can draw a weapon as a free action. You may also throw weapons at your full normal attack rate.

Quick Reload
Prerequisite: Base Attack Bonus +1
Reloading a firearm with an already-filled clip or speed loader is a free action. Reloading without such equipment is a move action.

Run
When running, you move a maximum of five times your base movement speed instead of just four times. In heavy armor, you can move four times your base movement speed instead of three. When you make a long jump with a running start, you gain a +2 competence bonus to your Jump check.

Shot on the Run
Prerequisite: Dexterity 13, Point Blank Shot, Dodge, Mobility
When making an attack action with a ranged weapon, you can move both before and after the attack provided the total distance is not greater than your speed. Moving this way does not provoke an attack of opportunity from a defender you are attacking (although it provokes attacks of opportunity from others as normal).

Skip Shot
Prerequisites: Point Blank Shot, Precise Shot
If you have a solid, relatively smooth surface on which to skip a bullet (such as the street or a concrete wall), and a target within 10 feet of that surface, you may ignore cover between you and that target. However, your attacks are made a -2 penalty and deal -1 die of damage.

Stealthy
You gain +2 to Hide and Move Silently checks.

Strafe
Prerequisite: Personal Firearms Proficiency, Advanced Firearms Proficiency
When using a firearm on auto fire, you can affect an area four 5-foot squares long and one square wide. Ordinarily you can only affect a 10-foot square. You may choose which of the two area effect shapes you want to use when you make the auto fire attack.

Studious
You gain +2 bonus to Decipher Script checks and Research checks.

Surface Vehicle Operation
Prerequisite: Drive 4 ranks
Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). You are proficient at operating that class of vehicle and can operated it without a penalty. Ordinarily you take a -4 penalty for operating an unfamiliar vehicle. Note that there is no penalty for operating general purpose vehicles such as cars without this feat.

Toughness
You gain +3 hit points. You can take this feat multiple times and its effects do stack.

Track
To find tracks or follow them for one mile requires a Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when they backtrack and diverge. You move at half your normal speed with a -5 penalty on the check, or at up to twice your speed with a -20 on the check. The DC depends upon the surface and prevailing conditions.

Surface Track DC
Very Soft 5
Soft 10
Firm 15
Hard 20

Without this feat you can still use the Survival check to find tracks, but can only follow tracks if the DC is 10 or less. A character can use Search to find individual footprints, but cannot follow tracks using Search.

Trustworthy
You gain a +2 bonus to Diplomacy and Gather Information checks.

Two-Weapon Fighting
Prerequisite: Dexterity 13+
Your penalties for fighting with two weapons are lessened by two.

Vehicle Dodge
Prerequisites: Dexterity 13+, Drive 6 ranks, Vehicle Expert
When driving a vehicle, during your action you designate an opposing vehicle or single opponent. Your vehicle and everyone aboard it receive a +1 dodge bonus to AC against attacks from that vehicle or opponent.

Vehicle Expert
You gain a +2 bonus to Drive and Pilot checks.

Weapon Focus
Prerequisites: Proficient with weapon, Base Attack Bonus +1
You add +1 to all attack rolls with the selected weapon.

Windfall
Your Wealth bonus increases by +3. This also provides a +1 bonus to all Profession checks. You can select this feat multiple times and its effects do stack.

New Feats

Heroic Surge
Prerequisites: Level 5+
You may take an extra move action or attack action in a round. You may use this feat only once per encounter.

Press the Initiative
Prerequisites: Level 5+
If your initiative roll is 16 or higher, you may reduce your initiative by 15 to gain a bonus standard action. Using this feat functions as a free action, meaning you can take your regular turn, then reduce your initiative, and then take your bonus standard action when your new lower initiative comes up.

Feats

Fire In The Sky rrtoboz