Focus Bonus: +1 Def, +1 Reflex Save
If the Character is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Character suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1
The Character retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Uncanny Dodge 2
The Character can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.
The Character can roll with a potentially lethal attack to take less damage from it. When the Character would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Character can attempt to roll with the damage.
A Character spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Character must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Character’s evasion talent doesn’t apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
The Character can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Character’s attack of opportunity for that round. Even a Character with the Combat Reflexes feat can’t use this talent more than once per round.
The Character’s base speed increases by 5 feet.
Improved Increased Speed
The Character’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed
The Character’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.
A Character of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.
Close Combat Shot
A Character gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.
A Character gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Character must choose a specific personal firearm.
The Character adds +1 to all attack rolls you make using the selected personal firearm.
The Character gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.
A Character can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Character may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.
If the Character uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.
Greater Weapon Focus
A Character receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability. This bonus stacks with the earlier bonus.
At 1st level, the Character gets the Weapon Focus feat for a weapon which he has Weapon Finesse. If he already has Weapon Focus for this weapon, then he gains Weapon Focus in another light melee weapon or smaller of his choice.
Quick Weapon Draw
At 2nd level, the Character gains the ability to draw his weapon as a free action. This applies only to the weapons for which the Character has Weapon Focus.
At 4th level, the Character gains the Weapon Specialization feat. He gains a +2 bonus on damage rolls with a chosen light slashing or piercing melee weapon. The Character must have Weapon Focus in that weapon in order to gain Weapon Specialization.
A Character becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the Character’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the Character can spend 1 action point to deal +3d6 points of damage.
A Character knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Character. The Character can use this bonus at the start of an encounter.
Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.
At 2nd level, a Character no longer takes a –4 penalty when wielding an improvised weapon. Also, the Character is able to make do without proper equipment in certain circumstances: the Character no longer takes a –4 penalty when using the Climb and Disable Device skills without the proper tools.
At 5th level, the Character selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Character may take 10 even if stress and distractions would normally prevent him or her from doing so.
Improvised Weapon Damage
The Character’s attacks with improvised weapons deal more damage. The Character treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.
A Character’s ability to get the lay of the land improves. Now the Character not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the Character: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).
Without a Trace
When a Character uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Search, or Spot to detect the Character’s activity take a –4 penalty.
Hit the Weak Spot
The Character knows enough about vehicles to know the best way to damage and disable them. Whether using a weapon or another vehicle, the Character ignores the first 5 points of hardness when attacking a vehicle.
The Character gains the supernatural ability to use Disable Device with a vehicle with which she has the Vehicle Specialization feat. This is a free action, but she must be touching the vehicle in question in order for the ability to function. This may include popping the locks without tools, starting the engine without keys, or cracking the engine block by touching the hood.
Need For Speed
At 4th level, the Character can improve the top speed of a ground or water vehicle that she controls. The vehicle’s top speed is increased by 25%.
Nursing the Turns
At 5th level, the Character can get better performance out of a vehicle, reducing some of its penalties. The Character may spend an action point to negate the Maneuver penalty of a vehicle or Initiative penalty of a vehicle she controls until the beginning of the Character’s next turn.
At 6th Level, the Character gains the supernatural ability to control a vehicle even if she is not behind the wheel or otherwise in immediate control of the vehicle. The Character makes all Drive checks for the vehicle as long as she is in control.
The Character must be in contact with the vehicle, and loses control of it if she no longer maintains contact. The vehicle must be a vehicle with which the Character has the Vehicle Specialization feat.
The Character must make a Drive check for commandeering a vehicle. The DC is 10 for an otherwise uncontrolled vehicle or one in which the controller allows the Character to assume control. If the controller of the vehicle resists the Character’s attempts, the DC is 10 + the controller’s Drive skill.
At 7th level, the Character gains a +2 competence bonus on initiative checks when controlling a vehicle.
Redlining the Needle
At 8th level, the Character treats Check/Roll Modifiers for All-Out and Highway Speeds as Street Speeds (reduced to –1 as opposed to –2 and –4, respectively).
At 9th level, the Character gains the supernatural ability to, as a move action or part of a move action, restore a vehicle to working condition. The Character spends an action point and restores up to 10 points of damage to a vehicle she is in contact with. The restoration is magical in nature, and may be performed while the vehicle is in motion. The Character may restore damaged portions of the vehicle, such as tires, in the same manner.
One with the Vehicle
At 10th level, the Character develops supernatural reflexes behind the wheel, effectively reacting as if vehicle and body were one. When the Character is in control of a vehicle, she can add her Defense bonus to that of the vehicle. The Defense bonus applies to all parts of the vehicle, including windshields, tires, and passengers.
Find the Mark
The Character increases his threat range by one when using any melee weapon with which he has Weapon Finesse. A weapon that would threaten a critical on 20 would now do so on a 19 or 20, and one which threatens on a 19 or 20 would now do so on an 18 to 20. This ability works with other abilities which increase threat ranges.
The Character can use his/her melee weapon, with which he has Greater Weapon Specialization, to deflect missiles in the air, including arrows, spears, bolts, and bullets. This is a supernatural ability and costs an action point to activate. The Character may roll a Reflex save (DC 20 +1 per enhancement bonus of the attacking weapon). If he succeeds, he deflects the missile harmlessly away. The Deflect Missiles ability applies to bullets from handguns and longarms, but not exceptional missiles (such as magic missiles or particularly large items). If used successfully against a grenade attack the grenade automatically scatters (as normal rules) and then explodes. The Character can spend an additional action point to deflect Burst and Strafe fire which targets the Character.
The Character is so adept are using his chosen weapon (with which he has Greater Weapon Focus) that attacks with that weapon can deal additional damage. With a successful attack with this weapon, before damage is rolled, he can spend 1 action point to deal +3d6 points of damage. This damage is not doubled by the effects of critical hits.